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DangerRuss

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  1. Like
    DangerRuss reacted to JasonTM in [SOLVED] zombies in namalsk   
    The NS zombies are attached to the "mutants" addon. They are spawned in like AI, just like the bloodsuckers. Sumrak coded the behavior, sounds, and animations himself, so that is why they act different. The code is contained in the Namalsk Crisis MP Missions. I think it's mission #11. You could spawn them in the exact way that I had the bloodsuckers spawn in my youtube vid. Preferably, the mutants folder would be pulled to the server side and the zombies would be spawned in like DZMS or WAI missions.
    This is a link to Sumrak's original video, which predates the DayZ mod by 2 years.
    https://www.youtube.com/watch?v=xKa4kHXZxPU
     
  2. Like
    DangerRuss reacted to Thug in Epoch 1.0.6   
    Start on about page 12, thats where I started asking. Going to bed. Later
  3. Like
    DangerRuss got a reaction from DrTauren in [Release] Combat Logger Indicator   
    http://dayzepoch.com/forum/index.php?/topic/1026-server-side-hintglobalchat-fix-deathmsg-fix/
    Link is dead. 
    Can anyone provide instructions or details?
  4. Like
    DangerRuss got a reaction from juandayz in Battlefield 1.5   
    If you encounter a problem, and you fix it, don't just say you fixed it and nevermind. Explain how you fixed it in case someone else has that same problem. This is just common courtesy, the same way you expected help when you originally posted your problem, you should explain how it was fixed.
  5. Like
    DangerRuss got a reaction from ElDubya in Battlefield 1.5   
    If you encounter a problem, and you fix it, don't just say you fixed it and nevermind. Explain how you fixed it in case someone else has that same problem. This is just common courtesy, the same way you expected help when you originally posted your problem, you should explain how it was fixed.
  6. Like
    DangerRuss reacted to Shawn in [RESOURCE] A collection of Anti-Dupes   
    Alright, with these changes, it prevents someone from giving coins to another person if they are already trading, whether it be to a banker, or another player. This is a much better, cleaner fix than to the other option. I have tested it, and it works.
    First, find your bank_dialog.sqf, and replace everything in there with:
    if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_10") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; private ["_dialog"]; _dialog = createdialog "BankDialog"; call BankDialogUpdateAmounts; player setVariable ["tradingmoney", true, true]; DZE_ActionInProgress = false; waitUntil {uiSleep 1; !dialog}; player setVariable ["tradingmoney", false, true]; Then go to your init.sqf for your coin system, and find:
    GivePlayerAmount = { private ["_amount","_target","_wealth"]; _amount = parseNumber (_this select 0); _target = cursorTarget; _wealth = player getVariable["cashMoney",0]; _twealth = _target getVariable["cashMoney",0]; _InTrd = _target getVariable ["TrBsy",false]; _isMan = _target isKindOf "Man"; if (_amount < 1 or _amount > _wealth) exitWith { cutText ["You can not give more than you currently have.", "PLAIN DOWN"]; }; if (!_isMan) exitWith { cutText ["You are not facing anyone.", "PLAIN DOWN"]; }; if (_wealth == _twealth) exitWith { cutText ["FAILED : Both Targets have same amount of money.", "PLAIN DOWN"]; }; if (_InTrd) exitWith { cutText ["Other Player is busy, please wait.", "PLAIN DOWN"]; }; Replace it with:
    GivePlayerAmount = { private ["_amount","_target","_wealth"]; _amount = parseNumber (_this select 0); _target = cursorTarget; _wealth = player getVariable["cashMoney",0]; _twealth = _target getVariable["cashMoney",0]; _isMan = _target isKindOf "Man"; if (_target getVariable ["tradingmoney", false]) exitWith { cutText ["You can not give to someone who is already trading.", "PLAIN DOWN"]; }; if (_amount < 1 or _amount > _wealth) exitWith { cutText ["You can not give more than you currently have.", "PLAIN DOWN"]; }; if (!_isMan) exitWith { cutText ["You are not looking correctly at a player", "PLAIN DOWN"]; }; if (_InTrd == 1) exitWith { cutText ["Other Player is busy, please wait.", "PLAIN DOWN"]; }; Finally, replace your give_player_dialog.sqf with:
    private ["_dialog"]; GivePlayerTarget = _this select 3; if (GivePlayerTarget getVariable ["tradingmoney", false]) exitWith { cutText ["You can not give to someone who is already trading.", "PLAIN DOWN"]; }; _dialog = createdialog "GivePlayerDialog"; call GivePlayerDialogAmounts; player setVariable ["tradingmoney", true, true]; [] spawn { while {dialog} do { if (GivePlayerTarget getVariable ["tradingmoney", false]) exitWith { closeDialog 0; }; uiSleep 0.25; }; }; waitUntil {uiSleep 1; !dialog}; player setVariable ["tradingmoney", false, true]; This should fix the issue you mentioned :)
  7. Like
    DangerRuss reacted to icomrade in [HELP] Script Kiddies Able To Break Server Restarts   
    He basically gave you enough info to implement it in  your own server's scheduler.xml for BEC. Since it's a little confusing I'll just post my scheduler and restart bat file.
     
    Scheduler.xml - 4 Hour Restarts
    <?xml version="1.0" encoding="UTF-8" standalone="yes" ?> <Scheduler> <job id="0"> <start>000100</start> <runtime>000000</runtime> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>#unlock</cmd> <cmdtype>0</cmdtype> </job> <job id="1"> <start>030000</start> <runtime>000000</runtime> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>say -1 SERVER RESTART IN 1 HOUR.</cmd> <cmdtype>0</cmdtype> </job> <job id="2"> <start>031500</start> <runtime>000000</runtime> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>say -1 SERVER RESTART IN 45 MINUTES.</cmd> <cmdtype>0</cmdtype> </job> <job id="3"> <start>033000</start> <runtime>000000</runtime> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>say -1 SERVER RESTART IN 30 MINUTES.</cmd> <cmdtype>0</cmdtype> </job> <job id="4"> <start>034500</start> <runtime>000000</runtime> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>say -1 SERVER RESTART IN 15 MINUTES.</cmd> <cmdtype>0</cmdtype> </job> <job id="5"> <start>035000</start> <runtime>000000</runtime> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>say -1 SERVER RESTART IN 10 MINUTES.</cmd> <cmdtype>0</cmdtype> </job> <job id="6"> <start>035500</start> <runtime>000000</runtime> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>say -1 SERVER RESTART IN 5 MINUTES</cmd> <cmdtype>0</cmdtype> </job> <job id="7"> <start>035700</start> <runtime>000000</runtime> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>say -1 SERVER RESTART IN 3 MINUTES LOG OFF NOW!!!!!</cmd> <cmdtype>0</cmdtype> </job> <job id="8"> <start>035900</start> <runtime>000000</runtime> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>say -1 SERVER RESTART IN 1 MINUTE LOG OFF NOW!!!!!</cmd> <cmdtype>0</cmdtype> </job> <job id="9"> <start>040000</start> <runtime>000000</runtime> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>#shutdown</cmd> <cmdtype>0</cmdtype> </job> <job id="10"> <start>040000</start> <runtime>000000</runtime> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>C:\BEC\Config\restart_server.bat</cmd> <cmdtype>1</cmdtype> </job> </Scheduler> restart_server.bat - it's a little sloppy, I never felt like cleaning it up
    @echo off timeout 90 :KILL_SERVER rem kill the task taskkill /im arma3server.exe 2> nul rem check the exit status if errorlevel 128 goto DONE_SERVER goto Start_Server :Start_Server cd\ cd "C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead" start start_A2Server.bat ::this bat also start BEC about 30 seconds after the server! goto KILL_BEC :KILL_BEC rem kill the task taskkill /im bec.exe 2> nul rem check the exit status if errorlevel 128 goto exit_bat goto exit_bat :exit_bat Exit  
  8. Like
    DangerRuss reacted to pr0dukt in 1 person on server, everyone else wait for host...   
    Its solved, OVH game walls requires ports to be white listed.
  9. Like
    DangerRuss reacted to Shawn in [RELEASE] Custom GUI / Menu   
    You find the corresponding class from the init file, such as _rule1text, then you edit the size of the box, by changing width (w), and height (h). This will let you fit more, but make sure it doesn't overlap with the others.
  10. Like
    DangerRuss reacted to Shawn in [RELEASE] Custom GUI / Menu   
    It's the sizeEx in the .hpp file you need to change.
  11. Like
    DangerRuss reacted to MOMO155 in Fallen city   
    http://opendayz.net/threads/release-sector-fng-inland-version.12541/            fallen city (:
  12. Like
    DangerRuss got a reaction from Hoplox in [Release] New players get starting money   
    oh yes I looked around and it was in a fix I had set up for something else.. nice! good catch. ty
  13. Like
    DangerRuss got a reaction from Bricktop in L@@king for Namalsk scripts/map addons   
    Those are all apart of namalsk by default?
  14. Like
    DangerRuss got a reaction from Bricktop in L@@king for Namalsk scripts/map addons   
    Ah ok I wasn't sure since that thread is quite old and I supplied the pastebins on that thread for the last guy who requested them. I'll look in my archives and see if I have any other namalsk map additions.
  15. Like
    DangerRuss got a reaction from Bricktop in L@@king for Namalsk scripts/map addons   
    Wow this is taking me back.. a long long time ago in a galaxy far away..... a guy named zeehond had a popular namalsk server. When he quit he sent me a lot of his stuff and I still have all of his map additions...
    http://opendayz.net/threads/namalsk-fallen-tradingpost.14772/#post-120910
  16. Like
    DangerRuss reacted to kelso000 in [REQUEST] Vehicle Locator Removes Key if Vehicle Doesn't Exist!   
    Replace this :
    } else { systemChat format ["%1 - Vehicle ID: %2 - (This vehicle no longer exists in the database)",_keyName,_finalID]; }; with this: 
    } else { systemChat format ["%1 - Vehicle ID: %2 - (This vehicle no longer exists in the database)",_keyName,_finalID]; _key_removed = [player,_key] call BIS_fnc_invRemove; }; Untested this but it should be all you need.
  17. Like
    DangerRuss reacted to syco in ESS V2   
    Try this fix for halo spawning putting the player in debug
     
  18. Like
    DangerRuss reacted to ElDubya in Infistar Boxes issue   
    Open your AH.sqf with Notepad++.
    Search "9001".
    This is where your spawn boxes start. Change them all to this : 
    _b0x = 'USOrdnanceBox' createVehicle _pos;  
  19. Like
    DangerRuss got a reaction from Donnovan in Better infiStar for Epoch 1.0.5.1   
    Isn't there a built in command box (not sure what you call it) in infistar that allows you to execute code live on your server already? There definitely used to be.
    Also, the latest version of infistar I have is from September last year. I checked out the website but Im a little confused how to go about getting an update and I dont want to blow up Chris' inbox because it will most likely get lost in the other million emails he receives. How do I go about getting the latest version?
  20. Like
    DangerRuss got a reaction from theduke in Problem with manual D/L + DayZ Launcher   
    thanks for the tip my friend
  21. Like
    DangerRuss reacted to theduke in Problem with manual D/L + DayZ Launcher   
    if you revert the latest arma 2 corepatch, the bat file works again.  I sure hope maca can figure out what they did and fix the query for his launcher because alot of server owners are having a hard time now.  The server checker keeps crashing on me.
    This is how you revert the update
    Right click on Arma 2 OA in steam > Properties > Betas Tab, then click on the drop down. Select legacy in the drop down.
    Wait for the download to complete, restart steam and its like the update never happened (on your end anyways).
    GL
  22. Like
    DangerRuss got a reaction from crazycarl in [RELEASE] Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0   
    This did resolve the issue for me. Getting in the driver seat and relocking the vehicle, the vehicle is still indestructibile.
  23. Like
    DangerRuss got a reaction from Brian Soanes in In Search for a way to Restart the Arma 2 OA app if it has stopped working..   
    RESOLVED
    I think....   
    Your tip led me to try google using different terms than I had previously tried and I found this.
    https://www.raymond.cc/blog/disable-program-has-stopped-working-error-dialog-in-windows-server-2008/
    I followed those instructions.. now it just remains to be seen if it works or not! 
     
  24. Like
    DangerRuss got a reaction from Brian Soanes in [HELP] Players able to bypass part requirements when deploying vehicles..   
    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.



  25. Like
    DangerRuss got a reaction from Angrygargamel in Dayz standalone moving to a new engine   
    I think so yes. This review is really an extreme opinion. Everyone I saw playing this, was having a blast. I watched a bunch of twitch streamers enjoying the shit out of it.
    Some points.
    DayZ Standalone also costs money for a half-assed prealpha and doesn't offer anything in return. All the complaints about pay to win are retarded, its a free to play to game, of course there are going to be micro-transactions. Not to mention these reviews are all made on release night. It's constantly being patched its already a different game. And almost every other point he makes in this video you could also make about stand alone. Terrible AI, terrible pathfinding, retarded zombies.  Except this game runs a lot smoother, much better frame rate and more consistent frames as well. It has mutliple game types, battle royale is good fun. The graphics dont bother me much because it makes the game run smoother.  Dayz Standalone is still fundamentally broken and it's been out for a year. They're too busy playing dress up barbie and releasing new colored hats or backpacks instead of fixing the zombies in a zombie survival game.

    That said, I have higher hopes for the Arma 3 Mods like breaking point and epoch/overpoch than I do for either H1Z1 and Stand Alone, and I still think Arma 2 mods are better than all 3.
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