Jump to content

Styx

Member
  • Posts

    63
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Styx reacted to Gr8 in [RELEASE] Welcome Messages v2.1 | Intro Music | Easy Config   
    Welcome Messages
    Credit Style Messages When a player Spawns in
     

     

     
    Install Instructions:

    If not done already, create a blank init.sqf in your mission root.

    In your Init.sqf
    Add this line to the very bottom
    // Welcome Credits by Gr8 [] execVM "custom\welcome.sqf"; Make a Custom Folder in your mission file

    Make a file called Welcome.sqf in your Custom Folder

    Add this into your Welcome.sqf
    if(isDedicated) exitWith {}; _sizeTitle             = 0.55; // Font Size of the Title Messages _sizeSubText         = 0.45;  // Font Size of the SubTitle Messages _colorTitle         = "#0969ee"; // HTML Color Code of the Title Messages (must start with '#' ) _colorSubText         = "#1cee09"; // HTML Color Code of the SubTitle Messages (must start with '#' ) _alignTitle         = "left"; // Alignment of the Title Message (right or left) _alignSubText         = "right"; // Alignment of the SubTitle Message (right or left) _fontTitle             = "PuristaSemibold"; // Font Type Of Title Messages _fontSubText        = "PuristaLight"; // Font Type Of SubTitle Messages _Delay                = 10; // Wait in seconds before the credits start after player IS ingame _FadeIn             = 3; //how long one role should stay on screen. Use value from 0 to 10 where 0 is almost instant transition to next role _IntroMusic            = true; // Welcome Intro Song During the credits (true or false) _posDefault         = [0.3,0.55,0.5]; // Defualt Positions of all Credits _title             = "Welcome Survivor"; _shorttext         = "Arma 3 Epoch By MyServer"; _posText        = [0.8,0.5,0.4]; _title2         = "Website"; _shorttext2     = "www.my-site.com"; _posText2        = [0.8,0.5,0.25]; _title3            = "Teamspeak 3"; _shorttext3     = "ts.my-site.com"; _posText3        = [0.8,0.5,0.25]; _title4         = "Donate"; _shorttext4     = "Support the server and Help it stay up"; _posText4        = [0.8,0.5,0.28]; _title5         = "Custom Scripts"; _shorttext5     = "Welcome Messages <br />AI Missions<br />Custom Traders<br /> "; _posText5        = [0.8,0.5,0.335]; _title6         = "Play Fair And Enjoy"; _shorttext6     = "Admins are Always Active"; _posText6        = [0.8,0.5,0.4]; /***********************************************************************************************************************************************/ /***********************************************************************************************************************************************/ /*                                        /!\ DO NOT EDIT BELOW THIS LINE. DO NOT REMOVE CREDITS /!\ /* /*                                            SCRIPTING BY:        GR8 [GhostzGamerz.com] /*                                            VERSION:            2.1 /*                                            DATE:            21 December 2014 /* /***********************************************************************************************************************************************/ /***********************************************************************************************************************************************/ _ms = []; for "_i" from 1 to 50 do {     _t = if (_i!=1) then { format["_title%1",_i] } else { "_title" };     _s = if (_i!=1) then { format["_shorttext%1",_i] } else { "_shorttext" };     _p = if (_i!=1) then { format["_postext%1",_i] } else { "_postext" };     if (!isNil _t or !isNil _s) then     {         _at = if (!isNil _t) then { call compile _t } else { "" };         _as = if (!isNil _s) then { call compile _s } else { "" };         _ap = if (!isNil _p) then { call compile _p } else { _posDefault };         _ms = _ms + [[_at,_as,_ap]];     } }; waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])}; waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])}; sleep _Delay; if (_IntroMusic) then { playMusic "intro";}; player enableSimulation true; {     _t = _x select 0;     _s = _x select 1;     _pX = _x select 2 select 0;     _pY = _x select 2 select 1;     _pW = _x select 2 select 2;     _m = format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeTitle, _colorTitle, _alignTitle, _fontTitle, _t];     _m = _m + format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeSubText, _colorSubText, _alignSubText, _fontSubText, _s];     _tm = round (count toArray (_t+_s) / 6 / 2) + 3;     [ _m, [_pX * safeZoneW + safeZoneX, _pW], [_pY * safezoneH + safezoneY, 1 * safezoneH + safezoneY], _tm, _FadeIn ] spawn BIS_fnc_dynamicText;     sleep (_tm+_FadeIn+4); } forEach _ms;  Download this Intro Song and put it in your mission root.
     
    Note : You can always use your own music. Just make sure its in .ogg format
     
     
    In your Description.ext add this at the bottom:
    class cfgMusic{ class intro { name = "intro"; sound = {"IntroSong.ogg", db+1,1}; }; }; Modify Your BattlEye Filters
     
    Go to your Config folder (By Default called SC) / BattlEye and open Scripts.txt
     
     
    Then Then find the line 2 which looks like this:
    7 "BIS_fnc_dynamictext" !", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext;" !", 0, 0.4, 5, 2, 0, 2] spawn bis_fnc_dynamictext;" !"snil '_fnc_scriptName') then {_fnc_scriptName}" and add following to the end of the line:
    "sleep (_onScreenTime) spawn bis_fnc_dynamictext;" Then in same file find line 21 which looks like this:
    7 exec !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\"" and add following to the end of the line (modify this if you need to):
    !="execVM \"\MPMissions\epoch.altis\scripts\welcome.sqf\"" CLICK HERE TO  SHOOT ME A LIKE
  2. Like
    Styx got a reaction from cheech in [HowTo] add Chernarus-Spawnselection   
    The instructions are really confusing...I was unable to get this to work.
  3. Like
    Styx reacted to Tech_Support in Noobs needs help   
    One thing about using packs from the web they are outdated fast every time epoch updates or arma2 patch updates you will need the default files again and all the mods/addons will need re adding to those new files as things change all the time using old pbo's may cause many errors in your server most like his pack was built for 1.0.4.2 or 1.0.5.1 but the version arma patch 162.122555. Now dayZ is linked to Steam with the new version 163.125548. check his build release make sure it an up to date release this is most likely your issue.
     
    [EDIT]  just googled you pack you are using Pack Outdated!!!
     
    This is the support area for FallingSheeps Epoch Repack.
    POST LAST UPDATED 23/07/2014

    THIS PACK WILL NOT WORK CORRECTLY WITH INFISTAR!!

    WARNING THIS PACK IS BETA AND BUGGY!!
    ALWAYS BACK UP AND TEST FIRST!!

    IF YOU ARE NOT USING BETA PATCH 112555 YOU WONT GET SUPPORT!!!

    YOU MUST HAVE A WORKING 1.0.5.1 EPOCH SERVER FIRST!!
    THIS INCLUDES THE SQL DB AS WELL!!
     
    This is your issue Update your Build to one that is current or get default files for steam version and start adding to it.
  4. Like
    Styx got a reaction from Gr8 in LMAO   
    Ouch </3
  5. Like
    Styx got a reaction from insertcoins in LMAO   
    Ouch </3
  6. Like
    Styx reacted to icomrade in [TUTORIAL] How to install an overpoch server & custom loot tables   
    Here's my loot table for 1.0.5 (works on hotfix as well). They're not even behind an ad-wall either!
    https://dl.dropboxusercontent.com/u/34006668/Configs.zip
  7. Like
    Styx reacted to DY357LX in Custom Crate & Editing infistar   
    QUICK DISCLAIMER: I'll simply tell you what I did in order to get my boxes to work.
    I won't attempt to explain the code because I'll probably be wrong on 70% or more of it :-)
     
    Ok, first off all, let's find the Menu items for the boxes.
    Open Notepad++ (or your editor of choice) and find:
    adminadd = adminadd + [" Spawn Epoch-Box",admincrateEpoch,"0","0","0","0",[]]; It's at around line 2177.
     
    We'll make a copy of that but modify it to suit our needs, like this:
    adminadd = adminadd + [" Spawn Donor-Box",admincrateDonor,"0","0","0","0",[]]; Next up, search the code (CTRL+F) for admincrateEpoch, it'll take you down to somewhere around line 3039 and this block:
    admincrateEpoch = { PVAH_AdminRequest = [61,player]; publicVariableServer "PVAH_AdminRequest"; hint format ["Epoch-Box"]; cutText [format["Epoch-Box"], "PLAIN DOWN"]; _savelog = format["%1 - EPOCH-BOX at %2",name player,mapGridPosition getPos player]; PVAH_WriteLogRequest = [_savelog]; publicVariableServer "PVAH_WriteLogRequest"; }; As you can see, the number 61 is the key here. We'll need to make a copy of that block, paste it underneath and replace 61 with our own number.
    A number that's not already used for similar purposes. I used 3571 - it's part of my username but with a 1 on the end as it's the first box I added. Clever, no? :-P
    admincrateDonor = { PVAH_AdminRequest = [3571,player]; publicVariableServer "PVAH_AdminRequest"; hint format ["Donor-Box"]; cutText [format["Donor-Box"], "PLAIN DOWN"]; _savelog = format["%1 - Donor-BOX at %2",name player,mapGridPosition getPos player]; PVAH_WriteLogRequest = [_savelog]; publicVariableServer "PVAH_WriteLogRequest"; }; Now, let's do a search for 61, which'll jump us down to line 5056 and this code:
     
    if (_option == 61) then { _dir = getdir (_array select 1); _pos = getPos (_array select 1); _pos = [(_pos select 0)+2*sin(_dir),(_pos select 1)+2*cos(_dir),(_pos select 2)]; [_dir,_pos,(_array select 1)] spawn { _dir = _this select 0; _pos = _this select 1; _b0x = 'Foodbox0' createVehicle _pos; clearWeaponCargoGlobal _b0x; clearmagazinecargoGlobal _b0x; {_b0x addMagazineCargoGlobal [_x, 40];} forEach ['ItemWoodWallGarageDoor','ItemWoodWallGarageDoorLocked', 'ItemWoodFloorHalf','ItemWoodWallDoorLg','ItemWoodWallWithDoorLgLocked','ItemWoodWallLg', 'ItemWoodWallWindowLg','ItemWoodFloorQuarter','ItemWoodWallDoor','ItemWoodWallWithDoorLocked', 'ItemWoodWall','ItemWoodWallWindow','ItemWoodWallThird','ItemWoodLadder','ItemWoodFloor','ItemWoodStairs', 'ItemWoodStairsSupport','ItemTentDomed2','ItemTentDomed','ItemTent','ItemTankTrap', 'ItemSandbagLarge','ItemSandbag','ItemPole','ItemCorrugated','ItemCanvas','ItemBurlap','PartWoodLumber', 'PartWoodPlywood','bulk_empty','wooden_shed_kit','wood_shack_kit','workbench_kit','stick_fence_kit', 'sandbag_nest_kit','sun_shade_kit','rusty_gate_kit','outhouse_kit','storage_shed_kit','light_pole_kit', 'ItemLightBulb','desert_net_kit','forest_net_kit','desert_large_net_kit','forest_large_net_kit', 'metal_panel_kit','ItemComboLock','FoodMRE','CinderBlocks','deer_stand_kit', 'ItemGoldBar10oz','ItemSilverBar10oz','ItemGoldBar','ItemSilverBar','MortarBucket', 'ItemCopperBar','ItemCopperBar10oz','ItemBriefcase100oz','ItemBriefcase80oz', 'ItemBriefcase60oz','ItemBriefcase40oz','ItemBriefcase20oz', 'm240_nest_kit','itemLockbox','metal_floor_kit','cinder_wall_kit','cinder_garage_kit','cinder_door_kit']; {_b0x addWeaponCargoGlobal [_x, 20];} forEach ['ItemKeyKit','ItemToolbox','ItemEtool']; _b0x attachTo [(_this select 2),[0,2,1]]; sleep 1; detach _b0x; }; }; You'll need to make a copy (again) of this block and alter the contents to suit your needs. Being very careful about placement of comma's and semi-colons.
    Here's what I used:
     
    if (_option == 3571) then { _dir = getdir (_array select 1); _pos = getPos (_array select 1); _pos = [(_pos select 0)+2*sin(_dir),(_pos select 1)+2*cos(_dir),(_pos select 2)]; [_dir,_pos,(_array select 1)] spawn { _dir = _this select 0; _pos = _this select 1; _b0x = 'Foodbox0' createVehicle _pos; clearWeaponCargoGlobal _b0x; clearmagazinecargoGlobal _b0x; {_b0x addMagazineCargoGlobal [_x, 3];} forEach [ '30Rnd_762x39_AK47', '6Rnd_45ACP', 'ItemWoodWallGarageDoor', 'ItemWoodWallGarageDoorLocked', 'ItemWoodFloorHalf', 'ItemWoodWallDoorLg', 'ItemWoodWallWithDoorLgLocked', 'ItemWoodWallLg', 'ItemWoodWallWindowLg', 'ItemWoodFloorQuarter', 'ItemWoodWallDoor', 'ItemWoodWallWithDoorLocked', 'ItemWoodWall', 'ItemWoodWallWindow', 'ItemWoodWallThird', 'ItemWoodLadder', 'ItemWoodFloor', 'ItemWoodStairs', 'ItemWoodStairsSupport', 'ItemTankTrap', 'ItemSandbagLarge', 'ItemSandbag', 'ItemPole', 'ItemCorrugated', 'ItemCanvas', 'ItemBurlap', 'PartWoodLumber', 'PartWoodPlywood', 'bulk_empty', 'wooden_shed_kit', 'wood_shack_kit', 'workbench_kit', 'stick_fence_kit', 'sandbag_nest_kit', 'sun_shade_kit', 'rusty_gate_kit', 'outhouse_kit', 'storage_shed_kit', 'light_pole_kit', 'ItemLightBulb', 'desert_net_kit', 'forest_net_kit', 'desert_large_net_kit', 'forest_large_net_kit', 'metal_panel_kit', 'FoodMRE', 'CinderBlocks', 'deer_stand_kit', 'MortarBucket', 'metal_floor_kit', 'cinder_wall_kit', 'cinder_garage_kit', 'cinder_door_kit']; {_b0x addWeaponCargoGlobal [_x, 2];} forEach [ 'AKS_Gold', 'revolver_gold_ep1', 'ItemEtool']; _b0x attachTo [(_this select 2),[0,2,1]]; sleep 1; detach _b0x; }; }; It's not very organised (been too busy + keep forgetting) but it works.
    You can add:
    sleep 300; deleteVehicle _b0x; after the "detach _b0x" part if you want the box to auto-delete after 5 minutes.
    Opening the Inifistar menu and using "Delete All Boxes" will also remove it but it's nice to have the extra option incase you forget.
  8. Like
    Styx reacted to raymix in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus   
    This Video Tutorial covers:
    Add custom Traders anywhere on map
    Find positions on map (also covering safezones/sensors a little bit)
    Add your own custom Menus to traders
    Add all Overwatch weapons, ammo and vehicles to your menus
    Use notepad++ to convert Loot CFG (or literary ANY) file into SQL query that you can to insert items faster into database.
     
    Notepad++ tricks:
    I will show you some cool tricks how to clean out junk data from files, filter out only stuff you need and convert it into a different code that can be used elsewhere.
    In this video I will be using Macros, TextFX and Find&Replace options to show you awesome stuff you can do with notepad++ to affect thousands of lines automatically!
    You will need TextFX plugin.
     
    SQL:
    I am using Heidi SQL to edit my databases. Any other tool is very well capable of doing the same job well. I just love filtering on heidi. It's also free.
    This is by no means targeted towards advanced users, beginners only. If you are advanced user and dislike the method, please share your method instead for all of us to learn from.
    I am not sharing actual SQL code because database names differs for different hosts, also I think notepad++ tricks are awesome thing to know, might be handy in future.
    In fact If database structure ever changes, you can reuse tricks learned here instead to update it quickly.
     
    Overwatch vehicles used in video:



    Alternative list of all Overwatch weapons/ammo/vehicles (Test out your new Notepad++ skill and convert it into SQL!)
    PROTIP: if using alternative list - to filter out ammo from weapons Write Ammo Type: in search, leave search window open. Then create macro:
    [Home] > [F3] > [shift]+[END] > [DEL] > [Down] > [Home]
    This will delete last part on all rows that says ammo and leave weapons only. Apply similar method to delete weapons instead.
     
    Credits and [How to] Install server: infiSTAR for awesome AH/Admin tool
     

     
    00:00 - 20:00 Adding traders 20:00 - 35:05 Notepad++ filtering out the junk 35:05 - 36:40 Notepad++ TextFX deleting duplicate rows 36:40 - 41:55 Notepad++ Seperating ammo from weapons using macros 41:55 - 57:42 Converting classnames into SQL query (adding stuff to traders in database) 57:42 - Final in-game test
  9. Like
    Styx reacted to Incar in Custom Loot Tables via missionConfigFile   
    I use this one, works fine for 1.0.4.2 1.62.103718.
     
    http://opendayz.net/threads/release-custom-loot-for-epoch-1-0-4-2.18628/
     
    Updating to 1.63.112555 caused conflict with it for me though, fair warning. And take note of the second post to correct the errors.
  10. Like
    Styx reacted to insertcoins in Napf trader God Mode   
    I don't use safe zones cause nowhere should be safe.
  11. Like
    Styx reacted to Poncho in How to make Custom map content [ Tutorial & Ongoing Support ]   
    I have noticed a few map additions with incorrect coding for certain buildings, this simply results in the building you have added not spawning any loot. 
     
     
     
    The problem comes with how most people create these additions, simply by launching dayz through an epoch server via dayz commander will give you a working editor, but some buildings (such as Barracks, Hospitals, and Fire Stations) will not spawn any loot.
     
    This is because of their class names. The default ARMA editor makes most building classnames begin with "Map_" . All buildings of this type will not spawn loot in dayz, this is inherited from the EU_ update to the editor. You may simply read through your code and change all these manually to (for example) "Land_A_Hospital" instead of the original "Map_A_Hospital" to trigger loot spawns within those buildings.
     
     
     
    There is however an easier way for those of you unfamiliar with code, which also adds a few extra items in. This will however remove some options brought by the EU_ update such as being able to place rocks/cliffs e.t.c so it is important to pick when you want to use the editor I am about to show you.
     
    It is called the Jon-C5- Editor Update by (surprisingly enough) Jon-C5-. It is available  here http://www.armaholic.com/page.php?id=5932
     
    To turn your map edits into functioning dayz map additions simply follow the instructions below (If you do not wish to use the Jon-C5-Editor, skip to step 4):
     
    1) Download the zip file linked above.
     
    2) Drag/copy&paste it into your Arma2 Operation Arrowhead folder (where your @dayz and @dayzepoch folder are stored)
     
    3) Launch dayz with the following launch options (set via steam or dayz commander):
    -mod=@Jon_EditorUpdate 4) Once you are in the main menus press ALT+E
     
    5) This will open up the editor click the Chernarus map then click ok.
     
    6) A map view will then pop up, on the right hand side you will see a list of categories:
                - First click 'Centre' then right click on the map, select 'new',  and press ok,
                - Next click 'Group' then right click on the map, slect 'new'. and press ok,
                - Now click 'Unit' then right click on the map, select the unit you want - default may be 'Alsatian' the change from 'non-
                  playable' to 'playable'.
     
    7) You are now ready to start editing. To begin, enter the '3D View' and click on 'Vehicle' (this is where all the buildings are
         listed). Right click on the map and select 'new', The list will then appear.
     
    8) Once you have selected an item, the ALT key will allow you to raise or lower items, with the SHIFT key allowing you to spin it
        around.
     
    9) Once you are happy with the edit, save it (Name it something relative to the edit). Then check your edits, sometimes large
         items may shift from where you placed them.
     
    10) Locate the mission.sqf file, usually in My Documents > Arma 2 > Missions > "Your mission name"
     
    11) Open up the mission.sqf file, you must now make some small edits to allow it to add these items to your server. Example
           Below:
     
     
    Default mission.sqf code example, areas to edit show indicated.
    ----------------------------------------------------------Remove start Here activateAddons [ ]; Replace with: if (isServer) then { activateAddons []; initAmbientLife; ----------------------------------------------------------Remove End Here _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; ------------------------------------------------------------------------------------------ Remove Start Here _this = createCenter west; _center_0 = _this; _group_0 = createGroup _center_0; _unit_2 = objNull; if (true) then { _this = _group_0 createUnit ["GER_Soldier_EP1", [14116.508, 2764.6309, 4.0054321e-005], [], 0, "CAN_COLLIDE"]; _unit_2 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; if (true) then {selectPlayer _this;}; if (true) then {setPlayable _this;}; }; ----------------------------------------------------------------------------------------- Remove End Here _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; ----------------------------------------------------------------------------------------Remove Start Here processInitCommands; runInitScript; Replace with: }; By Mr. Smith e.t.c finishMissionInit; ----------------------------------------------------------------------------------------Remove End Here Edited mission.sqf code example:
    if (isServer) then { _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; }; // By Mr. Smith e.t.c **If the code editing is not done as follows, it will crash your server on start up. Mainly because of the unit spawn (in this example "GER_Soldier_EP1"), follow the instructions for editing the code and it will work fine**
     
     
     
    The Custom Content is now ready for publishing! Here is a quick, safe and guaranteed way to get your [working] edits into your server:
     
    1. Unpack your server.pbo
      2. Create a folder in the root of the server.pbo called: Maps   3. Drag your mapedit.sqf into this folder.   4. In the init folder you will find a file called server_functions.sqf, at the bottom of the file add this line: execVM "\z\addons\dayz_server\Maps\mapedit.sqf"; NOTE**:  Be sure to change the mapedit.sqf to whatever it is you have named your file, and that it corresponds with the execVM in your server_functions.sqf
     
     
    Phew... A long ass post, but it's pretty comprehensive. Still any questions just let me know.
     
     
    Hope this helped! :)
     
     
    EXTRA HINTS AND TIPS:
     
    Having trouble moving roads and other similar items to where you want them?



     
    Want your buildings spawn straight and level like they do with the new epoch build system?



    _this setDir -415.88132; _this setVehicleInit "this setVectorUp [0,0,1];"; _this setPos [1939.5042, 14563.26, -0.068630017]; Beidi file should look as follows:
    Add the "INIT" line between the "AZIMUT" and "PARENT" lines.
    AZIMUT="-67.231117"; INIT="_this setVehicleInit "this setVectorUp [0,0,1];";"; PARENT=""; - Big thanks to Wesley for that one!
     
    Want to edit the trader camps / locations (Chernarus Only)?



     
    Having trouble with buildings 'double-spawning'? (often creating duplicate doors in a building)



     
    Here is a little example of how to remove grass from in/around your buildings:



  12. Like
    Styx reacted to OtterNas3 in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **   
    Hey Survivors,
     
    time for my next release!
     
    JAEM - Just another Evac-Chopper Mod!
     
     
    If you ever wanted to have your own Evac-Chopper you can place anywhere you want, that picks you up where and when you want.
    This is the Mod you would like to have!
     
    This Mod allows you to make a Evac-Chopper Field next to your Base or another place you like and use it with any Chopper on it as a Evac-Chopper.
    If you start fresh all you need is a Chopper with a Key, which you should have in your Inventory, and for the Evac-Field marking a full Briefcase as payment.
     
    This will make a Evac-Chopper field under your Chopper.
    If this Chopper gets destroyed or stolen or just lost, no problem just place any other Chopper you like on it and it will act as your Evac-Chopper!
     
    The "Call Evac-Chopper" action menu entry is just shown if you have a Evac-Chopper field, it checks on activation for:
    Chopper is on the field Enough fuel Damage status The Evac-Chopper locks itself on start so no passenger can hop in.
    It will stay locked when reaching the Evac-Zone until the player who called it gets close to the Evac-Chopper.
    This way no thief could get it before the player is in it.
     
    If the player dies, before or after the Evac-Chopper has reached the Evac-Zone, the Evac-Chopper will be reset to Evac-Field!
     
    JAEM 1.4 changelog:
     
    "evac_AllowedChoppers = ["x","y","z"]"
    A new configuration entry is in the EvacChopper_init.sqf
    With that configuration entry you can decide which Choppers are allowed as Evac-Choppers!
    With many thanks to ebayn0.0b for the Chopper-List in his post, the default config should now implement all available Choppers from Arma2 and Epoch.
    I'm really not sure and never tested it if you can use the MV-22 aka Osprey as a Evac-Chopper i just leaved it in the list.
     
    "BE Filters"
    Again thanks to ebayn0.0b for solving that, never got very familiar with these BE filters anyway ^^
    Changed the files as you suggested!
     
    "Join lag"
    The lag was due to the fact that every player had to search for all Evac-Chopper-Fields on Server themself.
    To support all kinda Maps, also the hughe ones like Sauerland, i had to put in a very high number to the "nearestObjects" call, that caused the join lag
     
    I decided to put the Evac-Chopper-Fields in a Array now.
    A function in the scripts send a PublicVariableServer call to the server to add/rem a field from that array and send that array again via publicVariable to all players.
     
    On Serverstart the Array gets filled with all available Evac-Chopper-Fields on Server and is then send via publicVariable to connecting players.
    This should remove the join lag!
     
     
    "PlayerUID with Characters"
    A new check is implemented for these Players with the Arma2 anniversary edition.
    Like RimBlock wrote me in a PM these Players have characters in their PlayerUID and cause the Database entry just hold numeric it doesnt worked good for them.
     
    I tooked the function from RimBlock his "A Plot for life v1.1" and implemented it in the JAEM scripts so that should not be a problem anymore
    As i took this function from RimBlock his scripts i gave Credits to him here! Dont know who wrote it first if it not was RimBlock himself!
    "Cant call after Die / Call is always available even if no Evac-Field / and other cal/set/clear related errors"
    Clear Evac-Chopper so Field gets delted - CHECK
    Set new Evac-Chopper so old field gets deleted - CHECK
    Call-Evac-Chopper on login - CHECK
    Call-Evac-Chopper on relog - CHECK
    Call-Evac-Chopper after die - CHECK
     
    Sorry that the update took such a long time now but this mod was now completely running on my Headless-Client and the port to a working Missionfile system was not that easy!
     
    JAEM 1.4 changelog END
     
     
     
    Demo Video:
    http://www.youtube.com/watch?v=ui5lm70ii8I
     
    Download:
    https://www.dropbox.com/s/k19pqd6k77rp4d7/JAEM_v1.4.zip
     
    Install instructions:
     
    1. Download JAEM_v1.4.zip and extract it
    2. unpbo MPMissions\YOURMISSIONNAME.pbo
    3. copy the custom folder from the extracted JAEM_v1.4.zip to MPMissions\YOURMISSIONNAME\
    4. Edit MPMissions\YOURMISSIONNAME\init.sqf
     
    Find this block:
    if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the closing bracket };
    _nil = [] execVM "custom\JAEM\EvacChopper_init.sqf"; If you dont have already a custom variables.sqf do step 4a) else do step 4b)
     
    4a)
    Find this line:
    call compile preprocessFileLineNumbers "z\addons\dayz_code\init\variables.sqf"; and ADD BELOW
    call compile preprocessFileLineNumbers "custom\JAEM\variables.sqf"; 4b)
    Copy this line to the very bottom of your custom variables.sqf
     
    dayz_allowedObjects = dayz_allowedObjects + ["HeliHRescue"]; Whoever says that this line not works, i do it like this for almost a year now on my Server!
     
    5.
    Copy these 3 files from the downloaded JAEM_v1.4 to your Servers BattlEye filters folder:
    If you already have edited ones you need to compare my changes!
    remoteexec.txt
    waypointcondition.txt
    waypointstatement.txt
     
    6.
    Configuration:
    Edit custom\JAEM\EvacChopper_init.sqf
     
    Edit this block to your likings!
    ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Amount of Briefcases a Evac-Chopper costs /// /////////// Any amount between 1-12 ///////////// evac_chopperPrice = 3; ///////////////////////////////////////////////// ////// Need a Radio to call Evac-Chopper? /////// ////// 1 = Need Radio | 0 = No need Radio /////// evac_needRadio = 0; ///////////////////////////////////////////////// // Evac-Zone marker type Smoke or Landingpad? /// ////////// 0 = Landingpad | 1 = Smoke /////////// evac_zoneMarker = 0; ///////////////////////////////////////////////// /// Minimum Distance to call for Evac-Chopper /// ///////// Dont set this lower then 500! ///////// evac_minDistance = 500; ///////////////////////////////////////////////// ///  Allowed Choppers to use as Evac-Chopper  /// evac_AllowedChoppers = [     "AH1Z","AH64D_EP1","AH64D","AH64D_Sidewinders","AH6X_DZ",     "AH6X_EP1","AH6J_EP1","AW159_Lynx_BAF","BAF_Apache_AH1_D","BAF_Merlin_HC3_D",     "CH_47F_BAF","CH_47F_EP1","CH_47F_EP1_DZ","CH_47F_EP1_DZE","CSJ_GyroC",     "CSJ_GyroCover","CSJ_GyroP","Ka137_MG_PMC","Ka137_PMC","Ka52",     "Ka52Black","Ka60_GL_PMC","Ka60_PMC","Mi17_CDF","Mi17_Civilian",     "Mi17_Civilian_DZ","Mi17_DZ","Mi17_Ins","Mi17_medevac_CDF","Mi17_medevac_INS",     "Mi17_medevac_RU","Mi17_rockets_RU","Mi17_TK_EP1","Mi17_UN_CDF_EP1","Mi171Sh_CZ_EP1",     "Mi171Sh_rockets_CZ_EP1","Mi24_D","Mi24_D_TK_EP1","Mi24_P","Mi24_V",     "MH60S","MH6J_DZ","MH6J_EP1","MV22","MV22_DZ",     "pook_H13_medevac","pook_H13_medevac_CDF","pook_H13_medevac_TAK","pook_H13_medevac_INS","pook_H13_medevac_UNO",     "pook_H13_medevac_PMC","pook_H13_medevac_GUE","pook_H13_medevac_CIV","pook_H13_medevac_CIV_RU","pook_H13_gunship",     "pook_H13_gunship_CDF","pook_H13_gunship_UNO","pook_H13_gunship_PMC","pook_H13_gunship_GUE","pook_H13_gunship_TAK",     "pook_H13_gunship_INS","pook_H13_transport","pook_H13_transport_CDF","pook_H13_transport_UNO","pook_H13_transport_PMC",     "pook_H13_transport_GUE","pook_H13_transport_TAK","pook_H13_transport_INS","pook_H13_civ","pook_H13_civ_white",     "pook_H13_civ_slate","pook_H13_civ_black","pook_H13_civ_yellow","pook_H13_civ_ru","pook_H13_civ_ru_white",     "pook_H13_civ_ru_slate","pook_H13_civ_ru_black","pook_H13_civ_ru_yellow","UH1H_DZ","UH1H_DZE",     "UH1H_TK_EP1","UH1H_TK_GUE_EP1","UH1Y_DZ","UH1Y_DZE","UH60M_EP1",     "UH60M_EP1_DZ","UH60M_EP1_DZE","UH60M_MEV_EP1" ]; ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// - Config notes -
    If you set evac_needRadio to 1 and you dont have Radios in your respawn loadout, this breaks the call Evac-Chopper for respawners!
    If you set evac_zoneMarker to 1 the Smoke in the evac-zone will not last until the Chopper arrives if the distance is very far!
    In "evac_AllowedChoppers" the LAST entry in the list DOES NOT HAVE A COMMA ON THE END!
     
    7. repbo MPMissions\YOURMISSIONNAME - upload -
    8. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
     
    9. Edit @DayZ_Epoch_server\addons\dayz_server\system\server_monitor.sqf
    Find this line:
     
    _totalvehicles = 0; and ADD BELOW:
    PVDZE_EvacChopperFields = []; Find this line:
    if ((typeOf _object) in dayz_allowedObjects) then { and ADD ABOVE:
    if ((typeOf _object) == "HeliHRescue") then { PVDZE_EvacChopperFields set [count PVDZE_EvacChopperFields, _object]; }; Copy this to the VERY BOTTOM of the file
    if (isServer && (isNil "EvacServerPreload")) then {     publicVariable "PVDZE_EvacChopperFields";          ON_fnc_evacChopperFieldsUpdate = {         private ["_action","_targetField"];         _action = _this select 0;         _targetField = _this select 1;                  if (_action == "add") then {             PVDZE_EvacChopperFields = PVDZE_EvacChopperFields + [_targetField];         };                  if (_action == "rem") then {             PVDZE_EvacChopperFields = PVDZE_EvacChopperFields - [_targetField];         };                  publicVariable "PVDZE_EvacChopperFields";     };     "PVDZE_EvacChopperFieldsUpdate" addPublicVariableEventHandler {(_this select 1) spawn ON_fnc_evacChopperFieldsUpdate};     EvacServerPreload = true; }; 10. repbo @DayZ_Epoch_Server\addons\dayz_server - upload - restart - smile -
     
    11. EVAC ME RIGHT NOW!
     
     
    - Addition Information for all Infistar users:
    in publicvariable.txt:
    5 "PVDZE_" !"PVDZE_player" !"PVDZE_send" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_obj_setlocalVars" !="PVDZE_plr_TradeMenu" !="PVDZE_obj_getlocalVars" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" replace with: 5 "PVDZE_" !"PVDZE_player" !"PVDZE_send" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_obj_setlocalVars" !="PVDZE_plr_TradeMenu" !="PVDZE_obj_getlocalVars" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_EvacChopperFieldsUpdate"  
    Have fun with it!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

     
  13. Like
  14. Like
    Styx reacted to MGT in SafeZone Script incl. GodMode in Trader Citys   
    Modded script from Maca including anti theft, assume this is for Cherno?
     
    Create a new file called safezone.sqf and put it in your mission folder
    Private ["_EH_Fired"]; if (isNil "inSafezone") then { inSafezone = false; }; while {true} do { waitUntil { inSafeZone }; waitUntil { player == vehicle player }; thePlayer = vehicle player; _EH_Fired = thePlayer addEventHandler ["Fired", { titleText ["weapons disabled","PLAIN DOWN"]; titleFadeOut 4; NearestObject [_this select 0,_this select 4] setPos[0,0,0]; }]; player_zombieCheck = {}; fnc_usec_damageHandler = {}; thePlayer removeAllEventHandlers "handleDamage"; thePlayer addEventHandler ["handleDamage", {false}]; thePlayer allowDamage false; waitUntil { !inSafeZone }; thePlayer removeEventHandler ["Fired", _EH_Fired]; player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; thePlayer addEventHandler ["handleDamage", {true}]; thePlayer removeAllEventHandlers "handleDamage"; thePlayer allowDamage true; }; Create a new file in your mission file called theft.sqf
    while { !canbuild } do { waitUntil{canbuild or !isNull (FindDisplay 106)}; if( !isNull (FindDisplay 106) ) then { if( !isNull cursorTarget ) then { _cTarget = cursorTarget; _blk = false; { if(!_blk) then { _blk = _cTarget isKindOf _x; }; } forEach ["LandVehicle","Air","Man"]; if( _blk ) then { titleText["\n\n*** anti-theft ***", "PLAIN DOWN",0]; (FindDisplay 106) closeDisplay 1; }; }; }; }; Then add into your init.sqf in your mission folder underneath the player monitor call
    [] execVM "safezone.sqf"; Then edit your sensors section in mission.sqm to this (note have included bandit, hero and airplane dealer, which prevents base building at those locations)
    I have all distances for god mode set at 75m, which can be changed
    class Sensors { items=12; class Item0 { position[]={6325.6772,304.99033,7807.7412}; a=100; b=100; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zonestary"; expCond="(player distance zonestary) < 75;"; expActiv="TitleText[""Now entering trader city Stary - god mode on"",""PLAIN DOWN""]; canbuild = false; execVM ""theft.sqf"";"; expDesactiv="TitleText[""Now leaving trader city Stary - god mode off"",""PLAIN DOWN""]; canbuild = true;"; class Effects { }; }; class Item1 { position[]={4063.4226,365.00577,11664.19}; a=100; b=100; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zonebash"; expCond="(player distance zonebash) < 75;"; expActiv="TitleText[""Now entering trader city Bash - god mode on"",""PLAIN DOWN""]; canbuild = false; execVM ""theft.sqf"";"; expDesactiv="TitleText[""Now leaving trader city Bash - god mode off"",""PLAIN DOWN""]; canbuild = true;"; class Effects { }; }; class Item2 { position[]={11447.472,317.26886,11364.504}; a=100; b=100; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zoneklen"; expCond="(player distance zoneklen) < 75;"; expActiv="TitleText[""Now entering trader city Klen - god mode on"",""PLAIN DOWN""]; canbuild = false; execVM ""theft.sqf"";"; expDesactiv="TitleText[""Now leaving trader city Klen - god mode off"",""PLAIN DOWN""]; canbuild = true;"; class Effects { }; }; class Item3 { position[]={4063.4226,365.00577,11664.19}; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="zonebash_safezone"; expCond="(player distance zonebash_safezone) < 75;"; expActiv="inSafeZone = true;"; expDesactiv="inSafeZone = false;"; class Effects { }; }; class Item4 { position[]={11447.472,317.26886,11364.504}; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="zoneklen_safezone"; expCond="(player distance zoneklen_safezone) < 75;"; expActiv="inSafeZone = true;"; expDesactiv="inSafeZone = false;"; class Effects { }; }; class Item5 { position[]={6325.6772,304.99033,7807.7412}; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="zonestary_safezone"; expCond="(player distance zonestary_safezone) < 75;"; expActiv="inSafeZone = true;"; expDesactiv="inSafeZone = false;"; class Effects { }; }; class Item6 { position[]={1606.6443,289.70795,7803.5156}; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="bandit_safezone"; expCond="(player distance bandit_safezone) < 75;"; expActiv="inSafeZone = true;"; expDesactiv="inSafeZone = false;"; class Effects { }; }; class Item7 { position[]={12944.227,210.19823,12766.889}; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="Hero_safezone"; expCond="(player distance Hero_safezone) < 75;"; expActiv="inSafeZone = true;"; expDesactiv="inSafeZone = false;"; class Effects { }; }; class Item8 { position[]={12060.471,158.85699,12638.533}; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="Aircraft_safezone"; expCond="(player distance Aircraft_safezone) < 75;"; expActiv="inSafeZone = true;"; expDesactiv="inSafeZone = false;"; class Effects { }; }; class Item9 { position[]={12944.227,210.19823,12766.889}; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zonehero"; expCond="(player distance zonehero) < 75;"; expActiv="TitleText[""Now entering Hero Trader area - god mode on"",""PLAIN DOWN""]; canbuild = false; execVM ""theft.sqf"";"; expDesactiv="TitleText[""Now leaving Hero Trader area - god mode off"",""PLAIN DOWN""]; canbuild = true;"; class Effects { }; }; class Item10 { position[]={1606.6443,289.70795,7803.5156}; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zonebandit"; expCond="(player distance zonebandit) < 75;"; expActiv="TitleText[""Now entering Bandit Trader area - god mode on"",""PLAIN DOWN""]; canbuild = false; execVM ""theft.sqf"";"; expDesactiv="TitleText[""Now leaving Bandit Trader area - god mode off"",""PLAIN DOWN""]; canbuild = true;"; class Effects { }; }; class Item11 { position[]={12060.471,158.85699,12638.533}; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zoneplane"; expCond="(player distance zoneplane) < 75;"; expActiv="TitleText[""Now entering Plane Dealer area - god mode on"",""PLAIN DOWN""]; canbuild = false; execVM ""theft.sqf"";"; expDesactiv="TitleText[""Now leaving Plane Dealer area - god mode off"",""PLAIN DOWN""]; canbuild = true;"; class Effects { }; }; }; };
  15. Like
    Styx reacted to cring0 in [Suggestion] Oil Extraction and Refinement   
    You mean by 2033 we still haven't broken away from the slavery of the oil industry?  Where's the compost consuming DeLoreans?
  16. Like
    Styx reacted to TheVampire in [Release] DayZ Mission System   
    DZMS is a logic and useability rewrite of the DayZChernarus Mission System.
    DZMS should be considered as an "updated" DayZChernarus Mission System.

    Why Use DZMS instead of DayZChernarus MS?
    DZMS has a simple Configuration File, no more digging through code No more junk code! (Anyone who has read add_unit_server will understand) Simple Install! DZMS Requires a single line edit. No more server_cleanup confusion! No more messy mission code! DZMS uses functions for most code. DZMS is rewrote with all maps in mind, not just Chernarus. Hence the Generic Rename. DZMS is completely server sided! No marker files needed in the Mission PBO! No more "Novy Sobor Bug"! Plus, many features have been added!
    Option to save vehicles to the database! If Vehicle Saving is off, Users are warned when entering vehicles! Randomized Crate Loot! No more static crate loot! Adjustable Body Despawn Time! Optional: AI Ran Over have no gear! More!  
    The Current Version is v1.2

    Download Instructions: https://github.com/SMVampire/DZMS-DayZMissionSystem
    Project Tracking: https://github.com/SMVampire/DZMS-DayZMissionSystem/projects
     
    (Note: I have given The Fuchs permission to use DZMS as the base for EMS.)
  17. Like
    Styx reacted to Asian Kid in [Resources] - DayZ Epoch Additions   
    Hello everyone this is everything for Epoch 1.0.1.5, such as scripts, map add-ons and much more. I hope this help you from trying the scripts that won't work and help you from jumping all over the forums.
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
     
    Last updated Aug 6 2013
     
    KEY
    $ - Working
    * - Not Working
    # - May not work/needs testing/re coded
     
    Format Example
    $ Script/addon- Author
    Small description
     
    Before you start I recommend to get these
    Notepad++ (Highly recommend)
    Squint
    Arma Edit Update
    ArmaScript Recoded
    More to be added later
     
    Class Names
    Arma 2
    Arma 2 OA
    Dayz
    Epoch Class Names
     
    Links to check out
    Dayz Epoch Wiki
    SQL server clean up
     
    NEED HELP??

     
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  18. Like
    Styx reacted to Asian Kid in [Resources] - DayZ Epoch Additions   
    Epoch Mission PBO addons
    Not fully done
    Tested something PM
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    $ Sarge AI Framework - Sarge
    Adds AI into your server
     
    $ Self Booldbag - Krixes
    Lets you give yourself a bloodbag
     
    $ Tent Healing - Krixes
    Heals you when you sleep in a tent
     
    $Auto refuel - muddr
    Make fuel pumps work at gas stations
    Update for epoch (refuel trucks)
     
    * Fast Rope - Kind-Sir
    Lets you repel from a chopper
     
    $ Debug Monitor with toggleable function - Matt L
    On/Off Debug Monitor
     
    $ Custom map markers -lazyink
    Lets you add custom markers on the map
     
    # Color Correction - Tiger
    Changes the color tones
     
    $ Towing/lift - swampfox424
    Lets you tow and lift vehicles
     
    $Dayz House Lights - axeman
    Add lights inside buildings
     
    $Dayz Illumination Tower Lights -axeman
    Add lights to light towers
     
    $ Street Lights - axeman
    Adds lights to the streets
     
    # Cannibalism - seaweeduk
    Allows you to gut and eat players
     
    # Headshot Suicide - Grafzhl
    Lets you kill yourself
     
    $ Adding custom map markers the easy way - Asian Kid
    Adds markers to the map
     
    $ Weapon cache - Jack Marslow
    Adds weapons creates in the map
     
    # Safe Zones with godmode - kris
    Protects you in the radius
     
    $ Knockout - PLayer2
    Lets you knock people
     
    # Ground Fog - Andrew_s90
    Adds fog to the ground of the map
     
    # Snow - Audio Rejectz
    Adds snow to the ground of the map
     
    $ Excelsior Bridge v1.2 - Excelsior
    Adds a bridge to Skalisty
     
    $ Booby Trap - Matt L
    A trap that explodes when you get close
     
    $ Remove skins  - Churchie
    Lets you take off peoples skins (example ghillie suit)
     
    $ Safe Zone - ghostphntom172
    Stops gunfire in the radius
     
    $ Halo Jump  - Unkinhead
    Adds sky diving into your server
     
    # Halo Jump At Spawn - Unkinhead
    Skydiving when you spawn
     
    * Custom Death Screen - xeonon
    Adds different death screen
  19. Like
    Styx reacted to Asian Kid in [Resources] - DayZ Epoch Additions   
    Epoch Server PBO addons
    Not fully done
    Tested something PM
    ///////////////////////////////////////////////////////////////////////////////////
     
    # Base Building - daimyo21
    Lets you build things in dayz
     
    # Base Building improvements - kikyou2
    Add/changes things to base building
     
    $ DZAI Lite - Buttface
    Adds AI through the server pbo
     
    $ Anti hack - x00
    Xoo is a fake steals from infiSTAR new link goes to infiSTAR webpage.
     
    # Anti-combat logging - superlub
    Stops combat loggers from leaving
     
    # Random Clothing Parcels - seaweeduk
    Adds more skins
     
    #Animated Heli Crashes - grafzah
    Make heil crashes more real
     
    # Animated C130 crashes - Grosy
    Make C130 crashes more real
     
    # Wardrobe - Freaking Fred
    Scrollwheel menu to change clothing 
     
    $ Dayz Mission System - Lazyink
    Adds missions like wasteland
  20. Like
    Styx reacted to SilverWind252 in [Release] Epoch Admin Tools V1.10.0   
    No problem and your welcome.
  21. Like
    Styx reacted to SilverWind252 in [Release] Epoch Admin Tools V1.10.0   
    Have you remembered to add these three files to your BE filters?remoteexec.txtcreatevehicle.txtscripts.txt
  22. Like
    Styx reacted to OtterNas3 in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)   
    Hey Survivors,
     
    i started this new Thread for the Mod so it's easier for players to find it and for me to support it!
    This will also stop the confusion with the mod when you use Maca's or mine and have problems with it.
     
    I got Maca's permission to do it and ALL credits for the idea and the first coding goes to Maca!
    Thanks again Maca for this amazing idea/script!
     
    Ok here we go...
     
    This Mod adds a "Toggle Snapping" function to these Epoch Buildable objects:
    MetalFloor_DZ WoodFloor_DZ CinderWall_DZ CinderWallDoorway_DZ CinderWallDoorLocked_DZ CinderWallDoor_DZ CinderWallSmallDoorway_DZ CinderWallDoorSmallLocked_DZ CinderWallHalf_DZ CinderWallDoorSmall_DZ WoodLargeWall_DZ Land_DZE_LargeWoodDoor WoodLargeWallWin_DZ WoodLargeWallDoor_DZ Land_DZE_GarageWoodDoor Land_DZE_GarageWoodDoorLocked Land_DZE_LargeWoodDoorLocked WoodSmallWallThird_DZ WoodSmallWallDoor_DZ WoodSmallWall_DZ WoodSmallWallWin_DZ Land_DZE_WoodDoor Land_DZE_WoodDoorLocked Sandbag1_DZ MetalPanel_DZ Fence_corrugated_DZ StickFence_DZ Land_HBarrier1_DZ Land_HBarrier3_DZ Land_HBarrier5_DZ Fort_RazorWire Objects can be snapped to another object of the same type like:
    Metal_Floor_DZ <-> Metal_Floor_DZ
    Sandbag1_DZ <-> Sandbag1_DZ
     
    or any Wall combination if its the same Material like:
    WoodSmallWall_DZ <-> WoodSmallWall_DZ
    WoodSmallWall_DZ <-> WoodSmallWallWin_DZ
    CinderWallHalf_DZ <-> CinderWallHalf_DZ
    CinderWallHalf_DZ <-> CinderWallDoorway_DZ
     
    When you start building a new object you will get a "Toggle Snapping" option if the object is supported.
    Hit it to activate the snapping.
     
    Distance between the two objects has to be lower then 1.5m.
    So move your object to almost same height and next to one side, near the top or near the bottom of the object you want to snap it to.
    SNAP!
    This allows you to build a Floor or a Wall on the same height in a perfect line.
     
    It is also possible to make perfect 90° angles with it, for this you also have to bring the object almost in the desired angle to the other object and it will snap to it.
     
    So What makes this version "Extended"?
     
    Well...
    Snapping will work on more then one  Floor Snapping will work while building over Water Snapping a object on Top/Bottom of eachother Snapping with set rotation (for set Door open directions) More objects supported Code for finding snap points redone Demo Video:
    http://youtu.be/j5SXctN8WHA
     
    Download (install instructions included):
    https://www.dropbox.com/s/e1x7mcfuvy7mwyj/Snapping_v1.6.zip
     
    Installation instructions:
     
    1.
    Download and extract Snapping_v1.6.zip
     
    2.
    unpbo MPMissions\YOURMISSIONNAME.pbo
     
    3.
    Copy custom folder from the extracted Snapping_v1.6 to MPMissions\YOURMISSIONNAME\
     
    4.
    Open MPMissions\YOURMISSIONNAME\init.sqf
    Find this line:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and add this line RIGHT BELOW it:
    call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; so it will look like:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; 5.
    Open MPMissions\YOURMISSIONNAME\description.ext
    Add this line to the VERY BOTTOM of it! (Yeah this means AFTER the last closing bracket!)
    It has to be the VERY LAST LINE of the File!

    #include "custom\snap_build\points.hpp" 6.
    repbo MPMissions\YOURMISSIONNAME\ - upaload - reload - snap - smile!
     
     
    I hope i could clarify the !IMPORTANCE! that you copy the lines i mentioned to the VERY BOTTOM!
    Else:
    No Snap - No Smile - unneded questions
     
     
     
    Have fun with it,
    Otter
    aka Bob der Baumeister
     
     
    - If you like it - Like it - So I can count Downloads - I like that
     

    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  23. Like
    Styx reacted to jOoPs in [HowTo] add Chernarus-Spawnselection   
    People asked for it and here it is... All necessary files are included in the zip-archive. The rest is basic knowledge.
     
    first a list of modified files (which are not part of zip-archive!)
     
    - description.ext
    - init.sqf
    - mission.sqm
     
    (dayz_server.pbo)
    - compile/server_playerSetup.sqf
     
    added folders and files (content of zip-archive)
     
    - dayz_code/config/
      - RscDisplaySpawnSelecter.hpp
     
    - dayz_code/system/
      - player_monitor.fsm
      - player_monitor.sqf
     
    ------------------
     
    download the attached zip-archive  and extract the file(s) from client-folder into your missionfolder. Copy and replace the file(s) from server-folder in your dayz_server.pbo. If you use other folderstructures/filenames, change the given paths. for DZE v1.0.4 download player_monitor-104.zip and replace with the given from first zip-archive!
     
    ------------------
     
    in description.ext add at bottom ...
    #include "dayz_code\config\RscDisplaySpawnSelecter.hpp"
     
     
    in init.sqf add to listed variables
    dayz_spawnselection = 1; // DayZ Spawnselection / 1 = enabled // 0 = disabled, No current spawn limits.
     
    in init.sqf delete following line ...
    _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
    and replace with that one...
    _playerMonitor =     [] execVM "dayz_code\system\player_monitor.sqf";
     
     
    in mission.sqm replace class Markers with that ones...



     
    thats all
     
    credits for main-code/graphics goes to thevisad
     
    note:
    - never set spawnArea to 0 ...or you spawn at map-center
    - markers are changed for chernarus instance 11
    - you need 6 spawnpoints in marker-class ... look for comments
    - spawn0 to spawn5 marker are used for random
     
    Chernarus-Spawnselection.zip
    player_monitor_1042.zip
    player_monitor_1051.zip
  24. Like
    Styx reacted to Ethan_296 in Admin tools - stuck on 'waiting for server to start authentification'   
    That is a problem with repacking your PBO after editing it, i had it for a while when adding server side missions.
     
    Try a different program to pack the pbo or a fresh install of the same program,
     also re-downloading the original PBO and making all the changes in one go might help.

    make sure you extract ALL the files from the PBO to a folder named the same as the PBO without the extension.PBO
    then repack properly
    Should work :)
     
    -ps those admin tools are supposed to be in the mission PBO... (at least the last version was, i haven't updated yet)
×
×
  • Create New...