Jump to content

DangerRuss

Member
  • Posts

    963
  • Joined

  • Last visited

  • Days Won

    3

Reputation Activity

  1. Like
    DangerRuss reacted to Gr8 in [help]Taviana bridge being blown up. can i indestructablize it:?   
    Well, I solved the Debug Monitor Mystery. He has a leaked version of infistar which has leaked from my server from a hacker. MGT's was leaked too. Chris has taken care of this and his server will be gone forever. :)
  2. Like
    DangerRuss got a reaction from OCXHCXLIFE in Repair & Rearming script   
    server_point.sqf comes in the folder called service_point....  you can change the file path or file names to whatever you want as long as you edit the paths to match what you have on you server.

    so you could have a file name hairybigballs.sqf and put that inside a folder called nutsack  as long as your filepath is nutsack\hairyballs.sqf
     
    hairybigballs.sqf will continue to work so long as the filepath matches what you have on your server. If you change your the call line to scripts\hairybigballs.sqf but we all know hairybigballs.sqf is in your folder nutsack, then hairybigballs.sqf won't work because the server doesn't see it where you told it to look.
  3. Like
    DangerRuss got a reaction from ElDubya in [Release] Custom WAI Mission - Bunny Ranch!   
    I have it working as a special mission but, and I mean no offense, it's pretty pointless. It's a novel idea but as an actual mission... yea .. no.
  4. Like
    DangerRuss got a reaction from SchwEde in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Im just saying man. You can also edit the your posts instead of making 3 new ones in a row. Theres some unspoken etiquette on these forums, and you're more likely to get help from people if you follow it. Stuff like, editing your original post if you have afterthoughts instead of making 3 separate posts. And using spoilers and code boxes with numbered lines, and including RPT errors... stuff like that will make it more likely that people will help you.  This is just my advice.
  5. Like
    DangerRuss got a reaction from Madbull in Repair & Rearming script   
    server_point.sqf comes in the folder called service_point....  you can change the file path or file names to whatever you want as long as you edit the paths to match what you have on you server.

    so you could have a file name hairybigballs.sqf and put that inside a folder called nutsack  as long as your filepath is nutsack\hairyballs.sqf
     
    hairybigballs.sqf will continue to work so long as the filepath matches what you have on your server. If you change your the call line to scripts\hairybigballs.sqf but we all know hairybigballs.sqf is in your folder nutsack, then hairybigballs.sqf won't work because the server doesn't see it where you told it to look.
  6. Like
    DangerRuss got a reaction from Darth_Rogue in Repair & Rearming script   
    server_point.sqf comes in the folder called service_point....  you can change the file path or file names to whatever you want as long as you edit the paths to match what you have on you server.

    so you could have a file name hairybigballs.sqf and put that inside a folder called nutsack  as long as your filepath is nutsack\hairyballs.sqf
     
    hairybigballs.sqf will continue to work so long as the filepath matches what you have on your server. If you change your the call line to scripts\hairybigballs.sqf but we all know hairybigballs.sqf is in your folder nutsack, then hairybigballs.sqf won't work because the server doesn't see it where you told it to look.
  7. Like
    DangerRuss reacted to Halvhjearne in Repair & Rearming script   
    I was personally looking for a repair / re-arming script for arma 3 epoch and noticed that there wasnt really any good out there yet, so i decide to do something about that.
    i went back in my a2 mission file and fetched this scrip that was originally written by  ported it to work with crypto changed it so it allows you to re-arm all types of magazines for all types of weapons (from drivers seat), removed re-fuel (as fuel is auto and free on any fuelstation) and added a few extra features like a banned weapons array, banned magazines array, max global amount of magazines, max magazines for each weapon and colour of scroll action, you can check out here:
     
     
    http://pastebin.com/uMrvqiGT
     
    http://pastebin.com/7MNi6KZc
     
    http://pastebin.com/ySETb79x
     
     
    for anyone who does not know how to add this:
     
    put all files in a folde called addons\service_point\ in your mission
      if you already have an init.sqf, add the line from the code tag below to the bottom of yours:   if you do not have an init,sqf in your mission, then make an empty file, call it init.sqf and add the lines in code tag below:
    if(hasInterface) then{ [] execVM "addons\service_point\service_point.sqf"; }; or you can edit the line:
    _folder = "addons\service_point\"; // folder where the service point scripts are saved, relative to the mission file and put it wherever you want.
     
    By default, this will only work with "Land_CarService_F" building types, but you can add any building/vehicle type you like in the array on line 8 of service_point.sqf, like this:
    _servicePointClasses = ["Land_CarService_F","myaddedbuilding1","myaddedbuilding2","anotherbuilding2"]; // service point classes (can be house, vehicle and unit classes) i put notes by the options you can change, so go through the beginning of service_point.sqf and checkout what you can change.
     
    all credits goes to axe cop for his original code.
     
    have fun
     
    regards
    Halvhjearne
     
    Edit:
    Since it is not possible to remove or add crypto to the player from the player himself (wich is ridicules really), i made this little addition and updated the scripts, to ensure the crypto is removed from the player:
     
    https://github.com/Halvhjearne/HALV_takegive_crypto
     
    to use it updatet the service point script files with the updated code and put both of the .sqf files from github in a folder called custom in your mission.pbo.
     
    then add this line to the bottom of your init.sqf:
    [] execVM "custom\HALV_takegive_crypto_init.sqf"; now it will actually remove the crypto from the player ...
  8. Like
    DangerRuss got a reaction from SchwEde in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Well again no one can help you with the server_monitor.sqf because we don't know what error you're getting. You're just saying you're getting an error but not what the error is.

    You are still confused about what Im saying. You should only have 1 of those files each. If PP4L comes with a variables in the folder, and you are already using a "custom" variables then you need to merge the 2 together and only use one. If the instructions tell you that the file path should be pp4l/variables, but you already have a custom/variables.. you need to compare both variables, see whats changed between the 2 and combine them into 1. Make sure all of the places that call the variables.sqf all call the same file from the same location.
     
    Pretend you're installing a game on your PC. And you want to add mods to the game so you can do in game stuff. All of the mod files you're adding are going to be in your game folder, but occasionally you have to edit one of the actual game files. You're not gonna make multiple copies of the game files and add them to your game folder, you're just going to use the one thats in there. And any mod that asks you to mod that file, you're going to just keep editing the same one. Any time it tells you to make the file path Blablabla/filename... ignore it.. and just edit the one you already have being called.

    I hope that helps shed some light.
     
    As for your server_monitor. what is the error you are getting?
  9. Like
    DangerRuss reacted to SchwEde in [Release] 2.1 Plot Management - UPDATED Object Counter   
    already on it DangerRuss :)
  10. Like
    DangerRuss got a reaction from i3lackoutHD in [RELEASE] Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0   
    Damn that really sucks. Have you ever found a way to get infiSTAR's safe zone to work properly with this script?
  11. Like
    DangerRuss reacted to Coda in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Caveman1's post has both fixes listed. (Original work by... Halvhjearne?)
     

     
    for plotToggleMarkers, error line 17

        { deleteVehicle _x; } count PP_Marks;    PP_Marks = nil;        sleep 1; Change to...

        { deleteVehicle _x; } count PP_Marks;    PP_Marks = nil;        uiSleep 1;
  12. Like
    DangerRuss got a reaction from bFe in denmark Pack (new towns)   
    Im pretty sure I still have some of these. I'll post them tomorrow. In not 100% they're these though.
     
    dk_ChernoBlocks.sqf



  13. Like
    DangerRuss reacted to Halvhjearne in Building Optimizer/Organizer   
    Idk if this is the right place for this, but it seemed like the most obvius ...
     
    anyway, i got sick of always having such a hard time going through my map additions when i need to change something, so i wrote a script that (once setup correctly) can help you organize and/or optimize your buildings/vehicles from map additions on your server
     
    idk if anyone else ever had the problem of going through all the diffrent map additions you have cause:
    some building needed to be set to indestructable or
    a vehicle needed variables set to not be deleted by the server or
    loot that needs permaloot variable to avoid the server cleanup or
    a vehicle init that needs to be set in a certain way or
    a building that needs to be upright and
    what about when i switch map, i have to change what script is executed or not and
    how exactly was it i lit an object on fire or filled a crate with random loot?
     
     (....list goes on from here)
     
    this will take care of all that ...
     
    obviusly it will take some time to setup if you have a lot of map additions (hurray for macros), but once done and notes set by each addition this will give a much better overview of your map additions, not to mention the easy management in case buildings/vehicles needs to change or diffrent vars set
     
    ... i did throw in a few of my own buildings and some map additions i picked up on the forum, including the default traders of cheranrus (aircraft dealer is changed tho) and utes (+my additions)
     
    personally i use it for pretty much all my buildings and box spawns on my server and afaik the players are pretty happy about the box filling
     
    editor format:
    _vehicle_5 = objNull; if (true) then { _this = createVehicle ["M1A2_TUSK_MG", [2280.48, 14372.865, 0.00012207031], [], 0, "CAN_COLLIDE"]; _vehicle_5 = _this; _this setDir 87.745941; _this setPos [2280.48, 14372.865, 0.00012207031]; }; my format:
    //this vehicle will be locked and protected from server delete and disabled R3F Tow and lift [["M1A2_TUSK_MG", [2280.7029, 14365.368, -0.00012207031]],[90.433128],[0,7,3,5]], buildingOptimizer.sqf
    http://pastebin.com/pSHM8iFw
     
    buildings.sqf
    http://pastebin.com/V25YwYdq
     
    boxfill.sqf
    http://pastebin.com/0ajwHcgT
     
    install can be done in many ways, the most obvius and easiest would be to put them in dayz_server.pbo in a folder called buildings (or whatever you want, as long as all three files are togheter) and in your init use something like this:
    if (isServer) then { // Add custom buildings _handle = [] execVM "\z\addons\dayz_server\Buildings\buildingoptimizer.sqf"; }; (i guess this might needs a bit more explaining for normal humans to understand, so if someone else can help me explain it better, it would be greatly apriciated)
     
    currently does not work for spawning the trader units ... (but i have plans)
     
    anyways enjoy if you like
     
    Regards
    Halvhjearne
  14. Like
    DangerRuss got a reaction from Gr8 in DayZ Epoch Department Store! (Selling from players to players)   
    this thread is pointless.... it's not an actual release, just a tease, and now everyone is arguing..
  15. Like
    DangerRuss got a reaction from bFe in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    glad you figured it out.
  16. Like
    DangerRuss got a reaction from SchwEde in DayZ Epoch Department Store! (Selling from players to players)   
    this thread is pointless.... it's not an actual release, just a tease, and now everyone is arguing..
  17. Like
    DangerRuss reacted to Gr8 in [RELEASE] Client Map Markers With Player Names   
    Map Marker With Player Names
     
    Anybody who puts a Map Marker on the map, it shows the name of the player. This Prevents abuse of spamming map with markers

     
    Create a file called GG_MapMarker.sqf in a folder called custom in your mission file.
     
    Paste this inside the GG_MapMarker.sqf
    // ============================================================================= // | GG_MapMarker.sqf [1.0] | // | Script adds player name to the created map marker | // | by Prodavec, thanks to Gunter Severloh, PvPscene, Maca | // ============================================================================= // ==================================== // | INCLUDES | // ==================================== // ==================================== // | DEFINITIONS | // ==================================== //#define MMT_DEBUG #define MMT_DIK_ESC 1 #define MMT_DIK_ENTER 28 #define MMT_DIK_KPENTER 156 #define MMT_SEARCHTIME 2 #define MMT_DISPLAY_MAP 12 #define MMT_DISPLAY_MARKER 54 #define MMT_CONTROL_MAP 51 #define MMT_CONTROL_MARKER 101 // ==================================== // | PRE-INIT | // ==================================== // ==================================== // | VARIABLES | // ==================================== // ==================================== // | FUNCTIONS | // ==================================== fnc_marker_keyUp_EH = { private ["_handled", "_display", "_dikCode", "_control", "_text"]; _display = _this select 0; _dikCode = _this select 1; _handled = false; if ((_dikCode == MMT_DIK_ENTER) || (_dikCode == MMT_DIK_KPENTER)) then { _control = _display displayCtrl MMT_CONTROL_MARKER; _text = ctrlText _control; if (_text == "") then { _text = format ["%1", name player]; } else { _text = format ["%1: %2", name player, _text]; }; _control ctrlSetText _text; _display displayRemoveAllEventHandlers "keyUp"; _display displayRemoveAllEventHandlers "keyDown"; }; _handled; }; fnc_marker_keyDown_EH = { private ["_handled", "_display", "_dikCode"]; _display = _this select 0; _dikCode = _this select 1; _handled = false; if (_dikCode == MMT_DIK_ESC) then { _display displayRemoveAllEventHandlers "keyUp"; _display displayRemoveAllEventHandlers "keyDown"; }; _handled; }; fnc_map_mouseButtonDblClick_EH = { private ["_display"]; disableUserInput true; // Scheduled environment (time + MMT_SEARCHTIME) spawn { disableSerialization; while {time < _this} do { _display = findDisplay MMT_DISPLAY_MARKER; if !(isNull _display) exitWith { _display displayAddEventHandler ["keyUp", "_this call fnc_marker_keyUp_EH"]; _display displayAddEventHandler ["keyDown", "_this call fnc_marker_keyDown_EH"]; }; }; disableUserInput false; }; true; }; // ==================================== // | MAIN | // ==================================== waitUntil {sleep 0.1; !isNull (findDisplay MMT_DISPLAY_MAP)}; ((findDisplay MMT_DISPLAY_MAP) displayCtrl MMT_CONTROL_MAP) ctrlAddEventHandler ["mouseButtonDblClick", "call fnc_map_mouseButtonDblClick_EH"]; In your Init.sqf
     
    Find this code:
    if (!isDedicated) then { }; add this before the };
    execVM "custom\GG_MapMarker.sqf"; Credits:
    Prodavec
    Maca
    Gunter Severloh
    PvPscene
  18. Like
    DangerRuss got a reaction from SchwEde in [Workaround] Schwedes Map Marker (Client to Server)   
    yea it's going to cause Public Variable and Public Variable Value kicks
  19. Like
    DangerRuss got a reaction from ElDubya in [Release] 2.1 Plot Management - UPDATED Object Counter   
    HAHAHA thanks man I knew it was something completely dumb. This is why you don't edit scripts at 3AM
  20. Like
    DangerRuss reacted to ElDubya in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Do you have these in your compiles? 
    MaintainPlot = compile preprocessFileLineNumbers "plotManagement\maintain_area.sqf"; PlotPreview = compile preprocessFileLineNumbers "plotManagement\plotToggleMarkers.sqf";
  21. Like
    DangerRuss got a reaction from bFe in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    In my opinion no, I see a lot of people having problems with P4L and honestly plot management is the same thing.
    Go over your installation with a fine tooth comb and make sure you didnt leave anything out. Also make sure you've installed the precise base building as it recommends. Make sure you back up your database and files before installing precise base building.
  22. Like
    DangerRuss reacted to SchwEde in [Workaround] Schwedes Map Marker (Client to Server)   
    ================== Schwedes Map Marker UPDATE: 2015_04_01======================
     
    UPDATE NOTES:
     
    Now with multiple marker support and easier to call
     
    Prologue
     
    This Script was born through some support and should help people with infistar and scripts which create Map Markers on Clients. Also it can be used by scripter to get simple markers without adding each on individually.
    I will not give much support for this, simply because i do not have much time to give support and this is for scripter/admins which know what they are doing.
    The Installation wont be a step by step instruction on how to get everything prepared, you need to know where some files are and some scripting skills!
     
     
     
    What it does?
     
    This Script simply lets create the server a marker on the map through a clientsided script. This should be used by anyone who is using antihack (infistar) and a script which should create a marker clientsided (like carepackages)
     
    What you need:
     
    public_EH.sqf
    compiles.sqf
    server_functions.sqf
    your Script where the marker should be created
     
     
    Instructions:
     
    Step 1:
     
    compiles.sqf
     
    Place this in the !isDedicated Section
    Schwedes_CreateMarker = compile preprocessFileLineNumbers "dayz_code\compile\schwedes_createmarker.sqf"; //Schwedes create Marker Safe and Done
     
    Step 2:
     
    public_EH.sqf
     
    Add this:
    //Schwedes Marker "PVDZE_SchwedesMarker" addPublicVariableEventHandler {(_this select 1) spawn Schwedes_ServerMarker}; "PVDZE_SchwedesMarkerRemove" addPublicVariableEventHandler {(_this select 1) spawn Schwedes_ServerMarkerRemove}; in the isServer section [A Section is allways something between {...input...};]
     
    Safe it and place it somewhere in your mission
     
     
    Step 3
     
    init.sqf
     
    redirect the public_EH.sqf to your custom one
     
    Safe and Done
     
    Step 4
     
    server_functions.sqf
     
    Place this somewhere near the bottom:
     
    http://pastebin.com/2Rx03bNw
     
    Safe it and place it in your dayz_server.pbo
     
    Step 5
     
    create a new sqf and name it schwedes_createmarker
     
    put this know at the point you want to create the marker
    /*////////////////////////// Schwedes Marker   How to call:   [_unit,_markername,_text,_type,_brush,_sizeX,_sizeY,_color] spawn Schwedes_CreateMarker;   Example 2 for a Shape [player,"MyMarkerName","DisplayTextonMap","RECTANGLE","Grid",50,100,"ColorGreen"] spawn Schwedes_CreateMarker;   Example 1 for a cfgMarker (width and hight does not matter on cfgMarkers so just set to 0) [_box,"MyOtherMarkerName","Location Box","Flag","Solid",0,0,ColorOrange] spawn Schwedes_CreateMarker   /-----------------------/   How to Remove:   Put this in your Code where you called it from PVDZE_SchedesMarkerRemove = [_uniqueName,_markertext]; publicVariableServer "PVDZE_SchwedesMarkerRemove";   */////////////////////////// private ["_unit","_markername","_getPos","_text","_type","_brush","_sizeX","_sizeY","_color","_uniqueName","_markertext"];   //Getting the Variables _unit = _this select 0;  _markername =   _this select 1; _text =         _this select 2; _type =         _this select 3; //Possible Values: "ICON", "RECTANGLE", "ELLIPSE" << or >> [url=https://community.bistudio.com/wiki/cfgMarkers]https://community.bistudio.com/wiki/cfgMarkers[/url]   //Only change this Values if using: "ICON", "RECTANGLE", "ELLIPSE" as a type _brush = _this select 4; _sizeX =        _this select 5; //Needs to be a Number _sizeY =        _this select 6; //Needs to be a Nubmer _color =        _this select 7; //Possible Values: "Default", "ColorBlack", "ColorGrey", "ColorRed", "ColorGreen", "ColorBlue", "ColorYellow", "ColorOrange", "ColorWhite", "ColorPink", "ColorBrown", "ColorKhaki", "ColorWEST", "ColorEAST", "ColorGUER", "ColorCIV", "ColorUNKNOWN", "Color1_FD_F" (Light red), "Color2_FD_F" (Light khaki), "Color3_FD_F" (Light orange), "Color4_FD_F" (Light blue)   //Making them Unique if (isPlayer _unit) then { _playerUID = getPlayerUID _unit; _uniqueName = _markername + _playerUID; } else {  _ObjectID = _unit getvariable ['CharacterID','0']; //May change for CharacterID for another Variable you have set to the Object e.g. Mission, Sarge, etc. _uniqueName = _markername + _ObjectID; };   //get Position of _unit if !(typeName _unit == "ARRAY") then { _getPos =       getPos _unit; } else { _getPos = _unit; };    //Unique Name for Markers type "ICON", "RECTANGLE", "ELLIPSE" _markertext = _uniqueName + "_shapeText";   PVDZE_SchwedesMarker = [_uniqueName,_getPos,_text,_type,_brush,_sizeX,_sizeY,_color,_markertext]; publicVariableServer "PVDZE_SchwedesMarker";   /*  you also could set a Condition with a global variable or something to delete the marker   waitUntil { GloabalVariable_Condition };   PVDZE_SchedesMarkerRemove = [_uniqueName,_markertext]; publicVariableServer "PVDZE_SchedesMarkerRemove";   */    STEP 6
    Security Changes:
    You may want to rename the PVDZE_Schwede variables to something unique, so hackers cant exploit this to create marker all over the map  :)
     
    Battleye Filters: 
    You will need to edit your publicVariable.txt to prevent kicks from using this Script!
     
     Simply add 
    !="PVDZE_SchwedesMarker", !="PVDZE_SchwedesMarkerRemove" to the Filter
    5 "PVDZE_"  If you still get kicked, try it yourself with this very good tut from ebay: BE-Filders
     
    HOW TO USE:
     
    You can find examples in schwedes_createmarker,sqf at the Top in the Comment Section
     
     
    and this at the point where it should delete the marker:

    PVDZE_SchwedesMarkerRemove = [_markername]; publicVariableServer "PVDZE_SchwedesMarkerRemove"; or use a condition in schwedes_createmarker example in in there.
     
    Done.
     
    Tested and worked :)
     
     
    Credits:
     
    DangerRuss
    infiSTAR
    UKMartin
  23. Like
    DangerRuss reacted to SchwEde in Help Antihack Blocking Script.. No idea why...   
    here is the release thread:
     

     
    Hope this Script works for you know, after you have installed everything right :)
     
    http://pastebin.com/TR5UW82e
     
    You may want to remove the systemchats, when everything works ;)
  24. Like
    DangerRuss reacted to BetterDeadThanZed in [IN DEVELUPMENT] More WAI Mission's   
    The github link works fine for me... https://github.com/AOWGaming/WAI-Mission-Addon-s/
  25. Like
    DangerRuss reacted to megaz in [Release] Wicked AI 2.2.0   
    Hi guys link below for 4 missions - converted from old 1.6 these have been set to Extreme (Black missions)
     
    https://drive.google.com/file/d/0B1ZWkptRhF_7MS0tY3gwZFBVYjA/view?usp=sharing   - new link
     
     
    Megaz
×
×
  • Create New...