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Black Stormy

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Posts posted by Black Stormy

  1. Been looking for a single currency and banking system for a long while now. I even offered to pay maca for his but they said it wouldn't happen unless I was willing to pay them a ludicrous sum of money that I won't repeat.(multi-thousand range)

     

    Is this project available for download and testing yet? I'd love to put it on the server I have sitting next to me, even if it is buggy and needs to be tested. I have a decent amount of c++ knowledge, but where I felt short of creating my own system was creating the custom .dll file the adds new calls to the database to modify the extra variables that would have to be added.

     

    I don't want to sound impatient by any means, it is great to see that anyone at all is working on making this mod public. Our group is rather large and would be willing to donate to the project if there was an ETA on a public release.

     

    We currently play on ccg servers but they're always full, and they just added 5 more players(55 total) to the already under performing servers, so it literally takes 1 to 2 minutes to open a safe/door/vehicle on their servers. The lack of a single currency and banking system is the only thing keeping me from starting my own overpoch server.

     

    Anyways, really appreciate the work guys, let me know if there is anything I can help with.

  2. There are some really cool vehicles I would like to add to my server, but I would like to be able to add vehicles to the trader so they spawn with no ammo. This way the ammo that I want people to be able to use(e.g. non explosive) I can add to the trader, and the explosive stuff wont spawn in the vehicle when you purchase it or on restart, so there would be no way to get it.

     

    Is what I'm asking possible? Every armed vehicle I've added that wasn't in default epoch has spawned with ammo, I gather thats why they named the _dze, my guess is that each of the _dze is a copy of the original  but with ammo removed. How do I make my own _dze of a vehicle I want to add?

  3.  

    this HowTo is nothing for Copy&Paste-guys.. you should know what you do!

     

    yep, totally not helpful.

     

    guess i'll repeat this again, not sure why you would provide INCOMPLETE OR TECHNICALLY INACCURATE INSTRUCTIONS. the only thing i can figure is you want to create an intentional gap in knowledge so that only some people can use your script. mission accomplished.

     

    also, i've done exactly what that compiles.sqf has suggested, so i guess at this point im just going to remove the script and go with its not going to work on my server no matter how many times i try to install it. no big deal.

  4. You only need a custom-compiles. How this is done can be read in forum more then one time, so search for it und use your brain! All necessary files are included in the zip-archive

     

    I don't know exactly what you mean by this. But what I did as a result of this sentence was change my z/addons/dayz_code/init/compiles.sqf to dayz_code/init/compiles.sqf in my init.sqf

     

    Seriously though, when you make instructions for someone to install a mod, you need to assume they know NOTHING and provide all the steps necessary, not same vague oh you'll need a custom whatever file but im not going to tell you how to do it because if you don't know then you haven't been scripting long enough to install my mod.

     

    Sorry if that sounds like I'm a dick, but I really don't understand why anyone would provide incomplete or technically inaccurate instructions.

  5. well, i dont have any script errors and everything seems to be working, but i still dont see a way to tell if camps are actually spawning on my server without coming across one randomly. is there a way to add map markers to the camps, preferably in a color other than red?

     

    dayz_Campspawner - can not find this file anywhere.

     

    is it this file: camp_spawnZombies.sqf ?

     

    also i think this has made my heli evac script stop working as well, removing it to test each script i just added separately.

  6. Are there map markers for the infested zombie camps? Also, how long after a restart does it take for them to spawn? Just trying to determine if my camps are installed properly and have seen no visual indicators or messages pop up that indicate they are spawning.

     

    The debug loot setting, that is not the setting to add map markers is it? I gathered from the description that it was a small sphere over the actual loot spawns inside the camp so you could easily tell where they are located.

  7. i am not using wai, i am using EMS, epoch mission system. my question was how to make it work with this, where in there would i put the code you provided.

     

    when my EMS calls ai for missions, this is one of the files it calls, the other files are setup with only slight differences so if you could tell me how to make it work with this then i could figure out the other 2 ai files myself.

  8. I am really interested in setting up gpk patrols on my missions. Currently I use ems and I really like those. How would I go about adding them to my missions.

     

    currently to add ai my mission files call one of these 3 files:

    add_unit_server.sqf

    add_unit_server2.sqf

    add_unit_server3.sqf

     

    these i think are what i would need to add the above code to.

    //Created by axeman Edited by TheSzerdi
    private ["_aiunit","_xpos","_ypos","_unitpos","_aiGroup","_wppos","_wpradius","_wpnum","_levelnum","_numunits","_rndLOut","_ailoadout","_wp","_aispawnpos","_aiwep1","_aiammo1"];
     
        _aiunit = objNull;
        _aiGroup = createGroup EAST;
        _aispawnpos =_this select 0;
        _wpradius = _this select 1;
        _wpnum = _this select 2;
        _numunits = _this select 3;
        _levelnum = _this select 4;
     
        _xpos = _aispawnpos select 0;
        _ypos = _aispawnpos select 1;
     
        diag_log format ["AIUNIT: Spawn initiated: Centre:%1 | Radius in m:%2 | Waypoint number:%3 | WeaponLevel:%4",_aispawnpos,_wpradius,_wpnum,_levelnum];
     
        for [{ x=1 },{ x < _numunits+1 },{ x = x + 1; }] do
        {
            _unitpos = [_xpos+x,_ypos+x,0];
     
            if (_levelnum==0) then // in_sityes troops
            {
                if ((x == 1) || (x == 3) || (x == 5)) then //troop soldiers
                {
                    "BanditW2_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"];
                    _rndLOut=floor(random 4);
                    _ailoadout=
                    switch (_rndLOut) do
                    {
                      case 0: {["M1014","8Rnd_B_Beneli_74Slug"]};
                      case 1: {["M1014","8Rnd_B_Beneli_Pellets"]};
                      case 2: {["Remington870_lamp","8Rnd_B_Beneli_74Slug"]};
                      case 3: {["Remington870_lamp","8Rnd_B_Beneli_Pellets"]};
                    };
                };
                if ((x == 2) || (x == 4) || (x >= 6)) then //troops snipers
                {
                    "Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"];
                    _rndLOut=floor(random 3);
                    _ailoadout=
                    switch (_rndLOut) do
                    {
                      case 0: {["M4A1_HWS_GL_SD_Camo","30Rnd_556x45_StanagSD"]};
                      case 1: {["Huntingrifle","5x_22_LR_17_HMR"]};
                      case 2: {["M14_EP1","20Rnd_762x51_DMR"]};
                    };
                };
            };
            if (_levelnum==1) then //in_military troops
            {
                if (x == 1) then //one troops comander
                {
                    "GUE_Soldier_2_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"LIEUTENANT"];
                    _rndLOut=floor(random 7);
                    _ailoadout=
                    switch (_rndLOut) do
                    {
                      case 0: {["AK_47_M","30Rnd_762x39_AK47"]};
                      case 1: {["M4A1_RCO_GL","30Rnd_556x45_Stanag"]};
                      case 2: {["Sa58P_EP1","30Rnd_762x39_SA58"]};
                      case 3: {["Sa58V_CCO_EP1","30Rnd_762x39_SA58"]};
                      case 4: {["Sa58V_EP1","30Rnd_762x39_SA58"]};
                      case 5: {["M4SPR","30Rnd_556x45_Stanag"]};
                      case 6: {["M4A1_HWS_GL_SD_Camo","30Rnd_556x45_StanagSD"]};
                    };
                };
                if ((x == 2) || (x == 3)) then //troops sergeant
                {
                    "Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"SERGEANT"];
                    _rndLOut=floor(random 4);
                    _ailoadout=
                    switch (_rndLOut) do
                    {
                      case 0: {["BAF_L85A2_RIS_SUSAT","30Rnd_556x45_Stanag"]};
                      case 1: {["RPK_74","75Rnd_545x39_RPK"]};
                      case 2: {["G36A_camo","30Rnd_556x45_G36"]};
                      case 3: {["M4A1_HWS_GL_SD_Camo","30Rnd_556x45_StanagSD"]};
                    };
                };
                if (x > 3) then //troops soldiers
                {
                    "GUE_Soldier_Crew_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"CORPORAL"];
             
                    _rndLOut=floor(random 5);
                    _ailoadout=
                    switch (_rndLOut) do
                    {
                      case 0: {["SVD_CAMO","10Rnd_762x54_SVD"]};
                      case 1: {["M24","5Rnd_762x51_M24"]};
                      case 2: {["M24_des_EP1","5Rnd_762x51_M24"]};
                      case 3: {["SVD","10Rnd_762x54_SVD"]};
    		  case 4: {["AK_107_pso","30Rnd_545x39_AK"]};
                    };
                };
            };
            diag_log format ["AIUNIT: Creating Ins_Soldier_1 by %1 at %2. Result:%3 | Loadout:%4 / Num:%5",player,_unitpos,_aiunit,_ailoadout,_rndLOut];
     
            _aiunit enableAI "TARGET";
            _aiunit enableAI "AUTOTARGET";
            _aiunit enableAI "MOVE";
            _aiunit enableAI "ANIM";
            _aiunit enableAI "FSM";
            _aiunit allowDammage true;
      	
    		_aiunit addEventHandler ['killed',{_this execVM "\z\addons\dayz_server\EMS\bodyclean.sqf"}]; //Body disappear time
     
            _aiunit setCombatMode "RED";
            _aiunit setBehaviour "COMBAT";
     
            //clear default weapons / ammo
            removeAllWeapons _aiunit;
            //add random selection
            _aiwep1 = _ailoadout select 0;
            _aiammo1 = _ailoadout select 1;
            _aiunit addweapon _aiwep1;
            _aiunit addMagazine _aiammo1;
            _aiunit addMagazine _aiammo1;
            _aiunit addMagazine _aiammo1;
    		_aiunit removeWeapon "ItemRadio","NVGoggles";
          //add some garbage
            if (x == 1) then {
            _aiunit addMagazine "SmokeShellGreen";
            _aiunit addMagazine "HandGrenade_West";
            _aiunit addMagazine "FoodCanBakedBeans";
            _aiunit addMagazine "ItemSodaCoke";
            _aiunit addMagazine "ItemPainkiller";
            _aiunit addMagazine "ItemHeatPack";
            _aiunit addMagazine "ItemEpinephrine";
            _aiunit addMagazine "ItemMorphine";
            };
            if (x == 2) then {
            _aiunit addMagazine "ItemHeatPack";
            _aiunit addMagazine "ItemPainkiller";
            _aiunit addMagazine "ItemEpinephrine";
            _aiunit addMagazine "ItemMorphine";
            };
            if (x >= 3) then {
            _aiunit addMagazine "ItemHeatPack";
            _aiunit addMagazine "ItemBandage";
            };
            //set skills
            _aiunit setSkill ["aimingAccuracy",0.6];
            _aiunit setSkill ["aimingShake",0.7];
            _aiunit setSkill ["aimingSpeed",0.8];
            _aiunit setSkill ["endurance",0.9];
            _aiunit setSkill ["spotDistance",0.8];
            _aiunit setSkill ["spotTime",0.7];
            _aiunit setSkill ["courage",0.9];
            _aiunit setSkill ["reloadSpeed",0.8];
            _aiunit setSkill ["commanding",1];
            _aiunit setSkill ["general",1];
            //sleep 0.5;
        };
        //generate waypoints
        for [{ x=1 },{ x < _wpnum },{ x = x + 1; }] do {
        _wppos = [_xpos+(x*20),_ypos+(x*20),_wpradius];
        _wp = _aiGroup addWaypoint [_wppos, _wpradius];
        _wp setWaypointType "MOVE";
        };
        _wp = _aiGroup addWaypoint [[_xpos,_ypos,0], _wpradius];
        _wp setWaypointType "CYCLE";
     
        diag_log format ["AIUNIT: Last Waypoint %1 at %2",_wp,_wppos];
    
    

    thats what is in the first add unit file. also you mentioned make sure it has driver and gunner? how would i do that? just make sure that other ai spawn near it to hop in? cause i currently have them set not to steal vehicles so i dont think that would work.

  9. i got this installed properly, but my people were noticing that even people in the same geographical area were getting different weather effects. For instance, 4 people standing at the same base, one was foggy, another raining, another snowing, another clear.

     

    Not sure if it was just my installation, or if this is intended.

  10. Is there a way to add an option to add multiple puids to the same helipad? Like maybe add tag as friendly as a requirement to get the option to input your puid on the helipad. Otherwise each person at the base has to have their own helipad and chopper.

     

    Great script btw. Even if there is no way to do what I asked, the server is going to think this is the best thing I've added.

  11. What I am trying to do is make it so that when I jump off of my floating helipad in the sky my character reacts like i just jumped out of an aircraft. My airbase is well above the required height for halo jump. I've tried parking a chopper right near the edge but halo jump option doesn't appear because the altitude while parked is 0.

     

    Basically I made a helipad above my main base and want to halo jump into my main base just by jumping off the helipad. currently it looks kinda of lame to just stand as if you were standing still until you hit the ground.

  12. If you pheonix admin tools you can make the following into an sqf file of your choosing and drop it into the tools folder, then add the menus through the admintoolsmain.sqf that sarge variable makes it so anti hack doesn't delete your box after a couple minutes. all items spawned like this disappear after restart. so its important that whoever donated gets the materials into a safe or vehicle before restart.

    _crate = "USVehicleBox" createVehicle (position player);
    _crate setVariable ["Sarge",1,true];
    
    clearWeaponCargoGlobal _crate;
    clearMagazineCargoGlobal _crate;
    
    // add weapons
    _crate addWeaponCargoGlobal ["ChainSaw", 2];
    _crate addWeaponCargoGlobal ["ItemToolbox", 10];
    _crate addWeaponCargoGlobal ["ItemEtool", 10];
    _crate addWeaponCargoGlobal ["ItemKnife", 10];
    _crate addWeaponCargoGlobal ["ItemEtool", 10];
    _crate addWeaponCargoGlobal ["ItemCrowbar", 10];
    _crate addWeaponCargoGlobal ["ItemSledge", 10];
    
    // add items
    _crate addMagazineCargoGlobal ["workbench_kit", 2];
    _crate addMagazineCargoGlobal ["ItemJerrycan", 2];
    _crate addMagazineCargoGlobal ["ItemMixOil", 2];
    _crate addMagazineCargoGlobal ["ItemVault", 2];
    _crate addMagazineCargoGlobal ["ItemFireBarrel_kit", 4];
    _crate addMagazineCargoGlobal ["PartPlankPack", 100];
    _crate addMagazineCargoGlobal ["PartPlywoodPack", 100];
    _crate addMagazineCargoGlobal ["CinderBlocks", 100];
    _crate addMagazineCargoGlobal ["MortarBucket", 100];
    _crate addMagazineCargoGlobal ["PartGeneric", 100];
    _crate addMagazineCargoGlobal ["ItemTankTrap", 100];
    _crate addMagazineCargoGlobal ["ItemWire", 100];
    _crate addMagazineCargoGlobal ["ItemSandbag", 100];
    _crate addMagazineCargoGlobal ["cinder_wall_kit", 100];
    _crate addMagazineCargoGlobal ["cinder_garage_kit", 5];
    _crate addMagazineCargoGlobal ["cinder_door_kit", 5];
    _crate addMagazineCargoGlobal ["metal_panel_kit", 100];
    _crate addMagazineCargoGlobal ["metal_floor_kit", 100];
    _crate addMagazineCargoGlobal ["ItemPole", 100];
    _crate addMagazineCargoGlobal ["ItemComboLock", 10];
    _crate addMagazineCargoGlobal ["30m_plot_kit", 5];
    
    _crate attachto [player, [0,3,1.7]];
    sleep 5;
    detach _crate;
    player reveal _crate;
    

    here is the bit of my admintoolsmain that references this file. this file i saved and called buildingcrate.sqf. the above file will place a building crate in front of you that you can then select in real time where you want placed for about 5 seconds. after 5 seconds its placed.

     

    this accomplishes two things, you don't ahve to worry about coordinates because the box spawns on top of you. and to give a donator a box you have be at their location, which means you get an idea where your players are building bases.

     

    below is teh custom menu I built, and below that is how you setup the reference to a new custom menu.

    StormysMenu =
    [
    ["",true],
    		["God Mode", [2],  "", -5, [["expression", format[_EXECscript1,"Godmode.sqf"]]], "1", "1"],	
    		["Repair Buildings", [3],  "", -5, [["expression", format[_EXECscript1,"fixbuildings.sqf"]]], "1", "1"],
    		["Generate Vehicle Key", [4],  "", -5, [["expression", format[_EXECscript1,"generatekey.sqf"]]], "1", "1"],
    		["Select Object for Delete", [5],  "", -5, [["expression", format[_EXECscript1,"select.sqf"]]], "1", "1"],
    		["Delete Selected Object", [6],  "", -5, [["expression", format[_EXECscript1,"delete.sqf"]]], "1", "1"],
    		["Building Supplies(clan only)", [7],  "", -5, [["expression", format[_EXECscript1,"buildingcrate.sqf"]]], "1", "1"],
    		["Building Supplies(sm)", [8],  "", -5, [["expression", format[_EXECscript1,"buildingsmall.sqf"]]], "1", "1"],
    		["Medical Supplies", [9],  "", -5, [["expression", format[_EXECscript1,"medicalcrate.sqf"]]], "1", "1"],
    		["", [-1], "", -5, [["expression", ""]], "1", "0"],
    			["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
    ];
    
    	if ((getPlayerUID player) in ["12345678"]) then { //mods puid listed as "11111111","2222222"
            adminmenu =
            [
    			["",true],
    				["Stormy's Tools", [2], "#USER:StormysMenu", -5, [["expression", ""]], "1", "1"],
    				["", [-1], "", -5, [["expression", ""]], "1", "0"],
    			["Exit", [13], "", -3, [["expression", ""]], "1", "1"]	
            ];};
    
  13. so i really like the look-n repair tool in pheonix admin tools and i like the auto-rearm option on the gas stations, but the server owner doesn't wanna make that available to everyone so im looking to make it a superadmin mousewheel option.

     

    i basically want to combine the look-n-repair script with the auto-rearm at gas station portion of the service point script i have, i'll copy and paste both here.

     


    // Vehicle Service Point (Rearm) by Axe Cop
    
    private ["_vehicle","_args","_servicePoint","_costs","_magazineCount","_weapon","_type","_name","_weaponType","_weaponName","_turret","_magazines","_ammo"];
    
    _vehicle = _this select 0;
    if (!local _vehicle) exitWith { diag_log format["Error: called service_point_rearm.sqf with non-local vehicle: %1", _vehicle] };
    
    _args = _this select 3;
    _servicePoint = _args select 0;
    _costs = _args select 1;
    _magazineCount = _args select 2;
    _weapon = _args select 3;
    
    if !([_costs] call AC_fnc_checkAndRemoveRequirements) exitWith {};
    
    _type = typeOf _vehicle;
    _name = getText(configFile >> "cfgVehicles" >> _type >> "displayName");
    
    _weaponType = _weapon select 0;
    _weaponName = _weapon select 1;
    _turret = _weapon select 2;
    
    _magazines = getArray (configFile >> "CfgWeapons" >> _weaponType >> "magazines");
    _ammo = _magazines select 0; // rearm with the first magazine
    
    // remove all magazines
    _magazines = _vehicle magazinesTurret _turret;
    {
    	_vehicle removeMagazineTurret [_x, _turret];
    } forEach _magazines;
    
    // add magazines
    for "_i" from 1 to _magazineCount do {
    	_vehicle addMagazineTurret [_ammo, _turret];
    };
    
    titleText [format["%1 of %2 Rearmed", _weaponName, _name], "PLAIN DOWN"];
    
    
    //Look-n-rearm
    
    if (isnil ("Repair")) then 
    {
        Repair = 0;
    };
     
    if (Repair==0) then
    {
        cutText ["LOOK N REPAIR activated.", "PLAIN"];
        Repair=1;
    }
    else
    {
        cutText ["LOOK N REPAIR deactivated.", "PLAIN"];
        Repair=0;
    };
     
    RepairIT = "while {Repair==1} do{cursorTarget setdammage 0;sleep 0.5;cursorTarget setvehicleammo 1;sleep 0.5;cursorTarget setfuel 1;sleep 0.05;};";
     
    [] spawn compile RepairIT;
    

    what i gather is that i have to copy the rearm portion of the code into the cursorTarget section, but really wouldn't know how to call that whole thing in the confines of a cursor target. seems like it might need to be called by a separate sqf file instead? cursorTarget addMagazineTurret [_ammo, _turret]; would have been my initial guess, and then copy the rest of the file somewhere above, but i think the code for auto rearm accesses other files looking for cost to rearm.

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