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shurix

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  1. Like
    shurix got a reaction from mgm in So tired of all the disrespect towards community scripters   
    I released a few scripts here and I always mention that I'm not going to support any of those. If people ask specific questions about my scripts then I will help, but I completely ignore the complainers that plague this forum.
     
    If you did not write a line of code in your life I would not expect for you to understand how much work and time goes into script writing, testing and debugging. And I will not take any time to respond to those complaints. Let alone be frustrated about them.
     
    IT07 - cheer up and don't stop creating awesome scripts!
  2. Like
    shurix reacted to Richie in Dayz style heli crash sites   
    My first release and i'm sure the code could be better, so don't shoot me :P
     
    What this does is spawn a fixed number of heli crash sites with random loot round it.
    The script works on all maps (Thank you Andrew_S90) and will spawn the crash sites randomly round the map.
     
    The loot spawns on both sides of the crash, I did want it spawning 360 degrees but that's over my scripting ability.
    The crash sites and loot stay in game until the next restart.
     
    What can be changed  :
     
    Number of crash sites that spawn - default is 5
    Number of loot piles at the crash sites - default is 15
    Loot that spawns - Edit the loot array
     
     
    Installation :
     
    To use simply drop the helicrash.pbo inside @epochhive/addons/ (Same location as a3_epoch_server.pbo and a3_epoch_server_settings.pbo)
    No BE filters to edit :)
     
     
    https://www.youtube.com/watch?v=2FmTthtULBw&feature=youtu.be
     
     
     

    This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
     
    You may not charge for installing this script !
     
    Credits - Richie, TheVampire & xBowBii
     
    Download link is Here
     
    Map center points, thank you Aale and San :)
    Chernarus:     [6968.66, 324.481, 8345.91] Altis:               [14939.9, 0.0534991, 15083.3] Bornholm:      [10058.3, 117.542, 9015.85] Stratis:           [4031.66, 110.605, 4222.18] Taviana      [12800,0,12800]
  3. Like
    shurix reacted to DirtySanchez in [Modded]R3F Logistics-xtra Epoch compatibility   
    Hey guys,

    A few people had asked about this and if I would release it so they could use it.
    This is the latest version of R3F Logistics.

    There have been 2 edits to the main files so far.

    First one was thanks to Darth Rouge and Halv for their work on the Vehicle Lock Checks for lifting and towing. :)

    Second is my edit, a plot pole check before allowing the MOVE OBJECTS action.
    What this allows is for epoch buildables to be Moved and placed without worrying about PhysX to start!
    Then this also will allow you to use the Creation Factory and then also move those parts around from within the range of your friendly plot pole.
    UPDATE: since people cant read it was pushed and pushed about how to use R3F's script without asking the creator first.....
    To use creation factory, spawn in an _object however you want to, don't ask anymore on this its not part of my released Modifications

    use this line after the _object = CreateVehicle line [_object] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf";[NOTE] My work is only for the plot pole check, it is up to you to go through and setup the objects that can be moved in the config.sqf. Not everyone will like my setup so its up to you.
    Keep the questions to the mods I have done to r3f already and I will continue my work on it.
    all that I discuss in regards to r3f will be made public, anything else pertaining to the uses of r3f that are not my creation should be directed at the r3f release thread at bis forums or the main r3f website.

    I hope to work on soon:

    Remove credits system and replace with crypto


    UPDATE:

    Rearranged git to reflect mission folder like the rest of my gits
    Added epoch.Altis as main folder
    Added R3F_LOG folder
    Moved the contents to the R3F_LOG folder
    Added init.sqf and description.ext contents needed for install
  4. Like
    shurix reacted to KiloSwiss in Revive problem - Players invincible after revive against AI   
    Ah I was tired when I wrote this answer. Use the serverside code for this and be sure to tell the devs about this issue via GitHub or here in the Forum.

    This should do the trick (must run serverside!):

    "" spawn{ while{true}do{sleep 10; {_x allowdamage true} count playableUnits; }}; What I'm wondering is, why do other admins not report the same bug, maybe You messed up something while editing Your missionfile and/or added some script that causes this?
  5. Like
    shurix reacted to KiloSwiss in Revive problem - Players invincible after revive against AI   
    Put this line into the init.sqf:
    if(hasInterface)then{"" spawn{waitUntil{!isNil {EPOCH_loadingScreenDone}}; waitUntil{player allowdamage true; false}}};  
    It's just a temporary fix, check the changelogs of upcoming updates and remove it as soon as this problem is fixed.
  6. Like
    shurix reacted to IT07 in [scarCODE] S.A.R. (Simple Ammo Repack) by IT07   
    S.A.R. (Simple Ammo Repacker)
    by IT07
     
    INFO
    This script/menu is an extremely simple concept for merging/packing/refilling your USED magazines for any kind of gun/weapon.
    The video below will show you it all in a bit more detail :)
     
    VIDEO (older version)

     
    SCREENSHOT (latest)
    http://imgur.com/34gOsEP
     
    DOWNLOAD & INSTALL
    https://github.com/IT07/A3_ScarCode_ScriptBundle
  7. Like
    shurix got a reaction from second_coming in So tired of all the disrespect towards community scripters   
    I released a few scripts here and I always mention that I'm not going to support any of those. If people ask specific questions about my scripts then I will help, but I completely ignore the complainers that plague this forum.
     
    If you did not write a line of code in your life I would not expect for you to understand how much work and time goes into script writing, testing and debugging. And I will not take any time to respond to those complaints. Let alone be frustrated about them.
     
    IT07 - cheer up and don't stop creating awesome scripts!
  8. Like
    shurix got a reaction from IT07 in So tired of all the disrespect towards community scripters   
    I released a few scripts here and I always mention that I'm not going to support any of those. If people ask specific questions about my scripts then I will help, but I completely ignore the complainers that plague this forum.
     
    If you did not write a line of code in your life I would not expect for you to understand how much work and time goes into script writing, testing and debugging. And I will not take any time to respond to those complaints. Let alone be frustrated about them.
     
    IT07 - cheer up and don't stop creating awesome scripts!
  9. Like
    shurix got a reaction from KiloSwiss in So tired of all the disrespect towards community scripters   
    I released a few scripts here and I always mention that I'm not going to support any of those. If people ask specific questions about my scripts then I will help, but I completely ignore the complainers that plague this forum.
     
    If you did not write a line of code in your life I would not expect for you to understand how much work and time goes into script writing, testing and debugging. And I will not take any time to respond to those complaints. Let alone be frustrated about them.
     
    IT07 - cheer up and don't stop creating awesome scripts!
  10. Like
    shurix got a reaction from unerground2 in [RELEASE] Huge Storage Boxes   
    I've been struggling with storing all loot that my mates bring from AI missions and I decided to create bigger boxes that would be stored in the database as a storage unit. I took Shelf from Epoch client as an example. The new box can hold up to 10000 lbs of loot compared with 300 lbs of the Shelf. The new box may be built using 4 Large Corrugated + 4 Plank Packs. By using the larger boxes I also managed to remove 100 or so shelves and replace them with 10 boxes. I guess that may increase my server performance just a bit.
     
    Check out this video and let me know what do you think.
     
    https://www.youtube.com/watch?v=jQFY3PchJaQ
     
    Here's the link to the new extra_storage.pbo
    https://drive.google.com/file/d/0BxlL3HGbsA4PQkx5S3k0NTZuRVE/view?usp=sharing
     
    You will need to put extra_storage.pbo into an existing or a custom @mod\addons folder on the server and on each client that connects to the server.
     
    I also added this line into my mission.sqm:
    addOns[] = { ... "extra_storage", ... } You may also want to customize your cfgCrafting.hpp to include the recipes to build the Storage Box Kit:
    class ItemCorrugatedLg : Default { usedIn[] = { "VehicleRepairLg", "KitPlotPole", "KitStorageBox" }; recipe[] = { { "ItemCorrugated", 3 } }; }; class PartPlankPack : Default { usedIn[] = {"KitStudWall","KitWoodFloor","KitWoodFoundation","KitWoodStairs","KitWoodRamp","KitTiPi", "KitStorageBox"}; recipe[] = {{"WoodLog_EPOCH",2}}; }; class KitStorageBox : Default { recipe[] = {{"ItemCorrugatedLg",4}, {"PartPlankPack",4} }; }; That's it! No more struggling with finding place to put that new sniper rifle, or 10 rifles :)
  11. Like
    shurix got a reaction from stonXer in [RELEASE] Huge Storage Boxes   
    I've been struggling with storing all loot that my mates bring from AI missions and I decided to create bigger boxes that would be stored in the database as a storage unit. I took Shelf from Epoch client as an example. The new box can hold up to 10000 lbs of loot compared with 300 lbs of the Shelf. The new box may be built using 4 Large Corrugated + 4 Plank Packs. By using the larger boxes I also managed to remove 100 or so shelves and replace them with 10 boxes. I guess that may increase my server performance just a bit.
     
    Check out this video and let me know what do you think.
     
    https://www.youtube.com/watch?v=jQFY3PchJaQ
     
    Here's the link to the new extra_storage.pbo
    https://drive.google.com/file/d/0BxlL3HGbsA4PQkx5S3k0NTZuRVE/view?usp=sharing
     
    You will need to put extra_storage.pbo into an existing or a custom @mod\addons folder on the server and on each client that connects to the server.
     
    I also added this line into my mission.sqm:
    addOns[] = { ... "extra_storage", ... } You may also want to customize your cfgCrafting.hpp to include the recipes to build the Storage Box Kit:
    class ItemCorrugatedLg : Default { usedIn[] = { "VehicleRepairLg", "KitPlotPole", "KitStorageBox" }; recipe[] = { { "ItemCorrugated", 3 } }; }; class PartPlankPack : Default { usedIn[] = {"KitStudWall","KitWoodFloor","KitWoodFoundation","KitWoodStairs","KitWoodRamp","KitTiPi", "KitStorageBox"}; recipe[] = {{"WoodLog_EPOCH",2}}; }; class KitStorageBox : Default { recipe[] = {{"ItemCorrugatedLg",4}, {"PartPlankPack",4} }; }; That's it! No more struggling with finding place to put that new sniper rifle, or 10 rifles :)
  12. Like
    shurix got a reaction from second_coming in [RELEASE] Huge Storage Boxes   
    I've been struggling with storing all loot that my mates bring from AI missions and I decided to create bigger boxes that would be stored in the database as a storage unit. I took Shelf from Epoch client as an example. The new box can hold up to 10000 lbs of loot compared with 300 lbs of the Shelf. The new box may be built using 4 Large Corrugated + 4 Plank Packs. By using the larger boxes I also managed to remove 100 or so shelves and replace them with 10 boxes. I guess that may increase my server performance just a bit.
     
    Check out this video and let me know what do you think.
     
    https://www.youtube.com/watch?v=jQFY3PchJaQ
     
    Here's the link to the new extra_storage.pbo
    https://drive.google.com/file/d/0BxlL3HGbsA4PQkx5S3k0NTZuRVE/view?usp=sharing
     
    You will need to put extra_storage.pbo into an existing or a custom @mod\addons folder on the server and on each client that connects to the server.
     
    I also added this line into my mission.sqm:
    addOns[] = { ... "extra_storage", ... } You may also want to customize your cfgCrafting.hpp to include the recipes to build the Storage Box Kit:
    class ItemCorrugatedLg : Default { usedIn[] = { "VehicleRepairLg", "KitPlotPole", "KitStorageBox" }; recipe[] = { { "ItemCorrugated", 3 } }; }; class PartPlankPack : Default { usedIn[] = {"KitStudWall","KitWoodFloor","KitWoodFoundation","KitWoodStairs","KitWoodRamp","KitTiPi", "KitStorageBox"}; recipe[] = {{"WoodLog_EPOCH",2}}; }; class KitStorageBox : Default { recipe[] = {{"ItemCorrugatedLg",4}, {"PartPlankPack",4} }; }; That's it! No more struggling with finding place to put that new sniper rifle, or 10 rifles :)
  13. Like
    shurix got a reaction from Splin in [RELEASE] Huge Storage Boxes   
    I've been struggling with storing all loot that my mates bring from AI missions and I decided to create bigger boxes that would be stored in the database as a storage unit. I took Shelf from Epoch client as an example. The new box can hold up to 10000 lbs of loot compared with 300 lbs of the Shelf. The new box may be built using 4 Large Corrugated + 4 Plank Packs. By using the larger boxes I also managed to remove 100 or so shelves and replace them with 10 boxes. I guess that may increase my server performance just a bit.
     
    Check out this video and let me know what do you think.
     
    https://www.youtube.com/watch?v=jQFY3PchJaQ
     
    Here's the link to the new extra_storage.pbo
    https://drive.google.com/file/d/0BxlL3HGbsA4PQkx5S3k0NTZuRVE/view?usp=sharing
     
    You will need to put extra_storage.pbo into an existing or a custom @mod\addons folder on the server and on each client that connects to the server.
     
    I also added this line into my mission.sqm:
    addOns[] = { ... "extra_storage", ... } You may also want to customize your cfgCrafting.hpp to include the recipes to build the Storage Box Kit:
    class ItemCorrugatedLg : Default { usedIn[] = { "VehicleRepairLg", "KitPlotPole", "KitStorageBox" }; recipe[] = { { "ItemCorrugated", 3 } }; }; class PartPlankPack : Default { usedIn[] = {"KitStudWall","KitWoodFloor","KitWoodFoundation","KitWoodStairs","KitWoodRamp","KitTiPi", "KitStorageBox"}; recipe[] = {{"WoodLog_EPOCH",2}}; }; class KitStorageBox : Default { recipe[] = {{"ItemCorrugatedLg",4}, {"PartPlankPack",4} }; }; That's it! No more struggling with finding place to put that new sniper rifle, or 10 rifles :)
  14. Like
    shurix got a reaction from Tophi in Exploding Vehicles & Helicopters   
    I updated a3_epoch_server\compile\epoch_vehicle\EPOCH_load_vehicles.sqf with:
     
    //_vehicle enableSimulationGlobal false;
     
    I then started my server and tried getting into 20 or so different helis - NO BOOM!
     
    I'll run this updated script on my production server and see if if helps. I also did not notice any drop in FPS.
     
    Edit: I tried getting into the pilot seat of Mi-8T (RHS), Taru, M900, and multiple Hummingbirds. Still no boom!
  15. Like
    shurix reacted to second_coming in Building Recipe for Energy?   
    I use this to give energy when in range of a friendly jammer:


    while {true} do { uiSleep 60; { if ( (_x getVariable ["BUILD_OWNER", "-1"]) in [getPlayerUID player, Epoch_my_GroupUID] ) then { //In range of your own jammer boost energy gain if(EPOCH_playerEnergy < 2000) then { EPOCH_playerEnergy = EPOCH_playerEnergy + 50; systemchat("Jammer boosted energy: You have just received 50 Energy"); }; }; } forEach nearestObjects [player, ["PlotPole_EPOCH"], 225]; };
  16. Like
    shurix 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 ...
  17. Like
    shurix reacted to Darth_Rogue in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    Status Bar With Icons & Server FPS display

    After seeing all the struggles people were having in other threads I decided to redo this script to make it easier for folks to understand and edit. This has much of the same functionality and generally appears similar to Scarr's build but the back end code is much simpler and should therefore be easier for scripting noobs like myself to see what's going on where and make changes as needed.

    The color gradients can be edited to suite your liking, but I feel it's pretty well spot on the way it is. Your mileage may vary.

    Admins can add their UIDs to have the status bar show a real-time server FPS reading and also display their world space coords, which will be very helpful when doing map edits and object placement without having to use an editor just for a few small items.
     
     
    UPDATE - v1.36 Released
     
    Due to multiple requests I have added a feature to the status bar where the bar will resize automatically based on player interface size.
     
    To update:  Remove the current 'status_bar' folder from your mission file and replace it with the 'status_bar' folder you will download from Github.  No other changes should be needed.  BE filters are the same.  
    Here are a couple screenshot showing what it looks like

    For Admins

    For Players

    Install Instructions





    DOWNLOAD

    Credits: See Github
  18. Like
    shurix got a reaction from mgm in Auto Refuel   
    This code has worked for me on Altis. Flushing all fueling stations when client connects.
    _fuelPump_locations = [ [14173.2,16542.1,0.01], [9205.75,12112.2,-0.0487213], [11831.6,14155.9,-0.0342026], [12024.7,15830,-0.0298138], [12026.6,15830.1,-0.0342979], [12028.4,15830,-0.0388718], [9025.78,15729.4,-0.0206451], [9023.75,15729,-0.027153], [9021.82,15728.7,-0.0293427], [16750.9,12513.1,-0.0525188], [6798.15,15561.6,-0.0441475], [6198.83,15081.4,-0.0912437], [14181.6,16549.3,0.00917625], [5023.26,14429.6,-0.0978947], [5019.68,14436.7,-0.0114822], [4001.12,12592.1,-0.0966644], [17417.2,13936.7,-0.10652], [3757.14,13477.9,-0.0540285], [3757.54,13485.9,-0.010498], [16875.2,15469.4,0.0373325], [16871.7,15476.6,0.0102873], [8481.69,18260.7,-0.0266876], [15297.1,17565.9,-0.2838], [14221.4,18302.5,-0.0697174], [15781,17453.2,-0.285282], [19961.3,11454.6,-0.0349312], [19965.1,11447.6,-0.0483704], [5768.99,20085.7,-0.0189667], [21230.4,7116.56,-0.0604248], [20784.8,16665.9,-0.0521202], [20789.6,16672.3,-0.0213318], [23379.4,19799,-0.0544052], [25701.2,21372.6,-0.0774155] ]; systemChat(format["Start flushing Gas Stations"]); { _trg=createTrigger["EmptyDetector",_x]; _trg setTriggerArea[10,10,0,false]; _trg setTriggerActivation["NONE","PRESENT",false]; _trg setTriggerStatements["true", "{if (_x isKindOf 'Land_fs_feed_F') then {_x enableSimulation false; _x allowDamage false; _x setFuelCargo 0;}} forEach nearestObjects [thisTrigger,[],10]", ""]; } forEach _fuelPump_locations; systemChat(format["Finished flushing Gas Stations"]); };
  19. Like
    shurix got a reaction from mgm in BIS_fnc_MP   
    on server:
    missionNamespace setVariable ["WAI_Mission_Message", _text]; publicVariable "WAI_Mission_Message";   on client: "WAI_Mission_Message" addPublicVariableEventHandler {hint (_this select 1)};
  20. Like
    shurix got a reaction from hambeast in Titan launcher won't lock on target   
    Epoch maps default "T" to some other function. Once I re-mapped Weapon Locking to one of my mouse keys it works fine.
  21. Like
    shurix got a reaction from mgm in Need help to correct my custom build military compound   
    Dude, this is an Epoch function that sets some sort of variable on your vehicle object so that is not deleted by the Epoch clean-up script.
     
    Simply insert the bold line into your code.
  22. Like
    shurix reacted to tarvin in Bornholm can not spawn in the world /Bornholm kann nicht in die Welt Spawnen   
    Hi ALL, This my Bornholm configuration. Include teleport respawn, trade zone, markers on map, traders and objects:) For you free using:)
    //in config.cpp Bornholm addon OLKE AKA VITACITE MADE not clear copyright please class Bornholm : Default { worldSize = 22000; traderBlds[] = { "Land_Kiosk_blueking_F", "Land_FuelStation_Build_F", "Land_CarService_F", "Land_i_Garage_V1_F", "Land_i_Shed_Ind_F", "Land_i_Shop_01_V1_F" }; containerPos[] = { { 2583.59, 6024.51, 0 }, { 3830.73, 7823.08, 0 }, { 5153.42, 7048.41, 0 }, { 6871.89, 5628.74, 0 }, { 4429.52, 2354.84, 0 }, { 2907.18, 543.774, 0 }, { 2213.17, 1095.78, 0 }, { 1663.35, 2728.73, 0 }, { 1661.67, 2861.41, 0 }, { 1646.04, 2882.86, 0 }, { 1748.63, 3488.93, 0 }, { 1461.86, 4783.48, 0 } }; telePos[] = { { "Transport_N_EPOCH", { 13816.9, 6875.31, 0.7 }, "", { 2308.5469, 14231.495, 0 } }, // #,#,# is cords you want to go to { "Transport_C_EPOCH", { 13816.2, 6878.46, 0.7 }, "", { 9389.9307, 8006.9404, 0 } }, // #,#,# is cords you want to go to { "Transport_E_EPOCH", { 13815.6, 6881.2, 0.7 }, "", { 15788.521, 2157.8362, 2.8610229e-006 } }, // #,#,# is cords you want to go to }; telePosCenter[] = { 13816.9, 6875.31, 0.7 }; propsPos[] = { // ********************************* OLKE: Center GREEN ZONE {"Land_BarGate_F", {9389.0732, 8004.4214, 3.8146973e-005}, -151.09148}, {"Land_CncWall4_F", {9364.6416, 8033.3564, -0.18522941}, -150.89189}, {"Land_CncWall4_F", {9374.5684, 8058.5454, 0}, -329.41571}, {"Land_CncWall4_F", {9373.1289, 8031.6792, -0.27178329}, 119.57374}, {"Land_CncWall4_F", {9379.0693, 8055.8906, -0.061444946}, 31.610477}, {"Land_CncWall4_F", {9369.9453, 8061.1221, -4.5776367e-005},27.600864}, {"Land_MarketShelter_F", {9364.3076, 8049.7852, -7.6293945e-005}, -239.02625}, {"Land_CncWall4_F", {9355.5342, 8038.646, -0.0053702928}, -147.74768}, {"Land_CncWall4_F", {9360.0693, 8035.9194, -0.073072173},-149.65987}, {"Land_CncWall4_F", {9354.5029, 8042.6182, -3.0517578e-005}, -62.674442}, {"Land_CncWall4_F", {9357.1289, 8047.146, 7.6293945e-006}, -56.607277}, {"Land_CncWall4_F", {9360.0352, 8051.5024, 7.6293945e-006}, -56.491211}, {"Land_CncWall4_F", {9362.8867, 8055.8877, 3.0517578e-005}, -55.828506}, {"Land_CncWall4_F", {9365.8701, 8060.187, -3.0517578e-005}, 305.89429}, {"Land_CncWall4_F", {9384.6338, 8049.2646, -0.1837531}, 121.04374}, {"Land_CncWall4_F", {9383.5508, 8053.189, -0.048368499}, 31.034157}, {"Land_CncWall4_F", {9369.248, 8030.7773, -0.13835438}, -150.89189}, {"Land_HBarrierTower_F", {9373.6348, 8025.3213, 5.3405762e-005}, 29.391701}, {"Land_HBarrierTower_F", {9390.8203, 8050.9355, -7.6293945e-006}, -147.46724}, {"Land_HBarrierTower_F", {9348.4668, 8038.0454, 7.6293945e-006}, 118.38457}, {"Land_HBarrierTower_F", {9365.6289, 8066.6729, -7.6293945e-006}, 210.96169}, {"Land_HBarrierWall_corridor_F", {9378.7656, 8034.4131, -1.5258789e-005}, 33.469219}, {"Land_HBarrierWall_corridor_F", {9384.6465, 8043.3096, 6.1035156e-005}, 33.469219}, {"Land_HBarrier_5_F", {9382.9609, 8037.7598, 0}, -55.413059}, {"Land_HBarrierBig_F", {9352.8135, 8032.3999, 2.2888184e-005}, 34.14241}, {"Land_HBarrierBig_F", {9385.8975, 8058.6328, 3.0517578e-005}, 39.820095}, {"Land_HBarrierBig_F", {9364.5342, 8025.916, -7.6293945e-006}, 26.483456}, {"Land_HBarrierBig_F", {9374.2031, 8065.6641, 7.6293945e-006}, 30.31333}, {"Land_HBarrierBig_F", {9359.6807, 8062.4404, -7.6293945e-006}, 126.74996}, {"Land_HBarrierBig_F", {9349.6729, 8046.8799, 7.6293945e-006}, -56.263039}, {"Land_HBarrierBig_F", {9354.4092, 8054.7617, 0}, 124.14207}, {"Land_BarGate_F", {9421.4717, 8052.3389, 2.2888184e-005}, -147.93001}, {"WoodStairs2_EPOCH", {9381.7764, 8050.6577, -0.00015258789}, -59.776318}, {"WoodStairs_SIM_EPOCH", {9370.6113, 8033.4263, 6.8664551e-005}, 30.749098}, {"Land_Timbers_F", {9358.4844, 8038.7544, 1.5258789e-005}, -59.158363}, {"Land_WoodenBox_F", {9357.9814, 8041.4771, 7.6293945e-006}, 35.105724}, {"Land_IronPipes_F", {9385.4746, 8037.0132, 7.6293945e-006}, -45.387581}, {"Land_Pallet_vertical_F", {9383.2168, 8033.8472, 7.6293945e-006}, -197.22142}, {"Land_Pipes_small_F", {9357.8721, 8044.1729, 7.6293945e-006}, -59.155048}, {"Land_CinderBlocks_F", {9358.585, 8042.6318, 1.5258789e-005}, 124.33577}, {"Land_Bricks_V3_F", {9360.6689, 8044.7017, 2.2888184e-005}, 31.893124}, {"Land_Pallets_F", {9361.8984, 8042.624, 3.0517578e-005}, 0}, {"Land_WheelCart_F", {9364.3467, 8036.0718, 1.5258789e-005}, -15.661569}, {"Land_WaterBarrel_F", {9369.2344, 8058.5161, -7.6293945e-006}, 0}, {"Land_CrabCages_F", {9367.04, 8058.5903, 0}, 36.584171}, {"Land_GarbageContainer_closed_F", {9370.0908, 8064.0815, 7.6293945e-006}, 65.910606}, {"Land_GarbageContainer_open_F", {9371.5352, 8062.5552, -7.6293945e-006}, 29.299368}, {"Land_BagBunker_Small_F", {9384.0947, 8011.4111, -0.15296584}, 32.455761}, {"Land_BagBunker_Small_F", {9412.8535, 8053.1724, -0.11367026}, -148.11353}, {"Land_GasTank_01_khaki_F", {9367.7373, 8055.5391, -3.8146973e-005}, 0}, {"Land_TentDome_F", {9377.9873, 8054.1836, 7.6293945e-006}, -55.833874}, {"Land_TentDome_F", {9375.1064, 8055.8901, -7.6293945e-006}, -61.048531}, {"FirePlace_EPOCH", {9375.418, 8052.8267, 0}, -78.243134}, {"Land_CampingTable_small_F", {9365.2012, 8044.4248, -7.6293945e-006}, -63.358288}, {"Land_CampingTable_small_F", {9369.1611, 8051.7622, 0}, -54.454418}, {"Land_Sun_chair_green_F", {9362.2656, 8051.1328, -7.6293945e-006}, 30.672169}, {"Land_Wreck_Car_F", {9378.7979, 7985.9404, 2.2888184e-005}, -116.14845}, {"Land_Wreck_CarDismantled_F", {9391.0078, 8039.7041, -0.0078377109}, 80.273643}, {"Land_Wreck_BRDM2_F", {9379.7725, 8011.0474, 0}, 0}, {"Land_Scrap_MRAP_01_F", {9388.2197, 8032.6255, 6.8664551e-005}, -54.00198}, {"Land_Pallet_MilBoxes_F", {9364.4092, 8053.27, -1.5258789e-005}, 28.438177}, {"WaterPump_01_sand_F", {9367.2031, 8036.4243, -4.5776367e-005}, -148.95699}, {"Land_LuggageHeap_04_F", {9370.0088, 8055.877, -1.5258789e-005}, 27.117151}, {"Land_LuggageHeap_05_F", {9361.0527, 8047.543, 0.095004335}, 35.701836}, {"Land_Workbench_01_F", {9391.1563, 8035.6831, -3.0517578e-005}, -244.49959}, {"MetalBarrel_burning_F", {9366.1035, 8048.8242, -2.2888184e-005}, 0}, {"MetalBarrel_burning_F", {9392.373, 8037.5142, -3.8146973e-005}, 0}, // Center Phones {"Land_PhoneBooth_02_F", { 9385.9629, 8053.7969, -7.6293945e-006 }, -143.29924}, // NORTH RESPAWN {"Land_CncWall4_F", { 2316.5525, 14240.044, 2.2888184e-005 }, -100.14988}, {"Land_CncWall4_F", { 2315.6653, 14245.267, -3.8146973e-005 }, -100.42056}, {"Land_CncWall4_F", { 2317.3022, 14234.807, 7.6293945e-006 }, -100.14988}, {"Land_CncWall4_F", { 2318.21, 14229.646, 7.6293945e-006 }, -100.14988}, {"Land_CncWall4_F", { 2289.8225, 14251.562, 0 }, -23.044315}, {"Land_CncWall4_F", { 2295.0127, 14225.897, 7.6293945e-006 }, -105.91645}, {"Land_CncWall4_F", { 2296.3467, 14220.853, 3.8146973e-005 }, -102.70695}, {"Land_CncWall4_F", { 2293.4668, 14230.896, 3.0517578e-005 }, -108.07355}, {"Land_CncWall1_F", { 2292.4705, 14234.007, 7.6293945e-006 }, -102.538}, {"Land_CncWall1_F", { 2292.1035, 14235.329, -1.5258789e-005 }, -102.538}, {"Land_CncWall4_F", { 2319.0959, 14224.494, -1.5258789e-005 }, -98.578354}, {"Land_Tyres_F", { 2304.9167, 14251.848, 3.8146973e-005 }, -44.515366}, {"Land_JunkPile_F", { 2307.335, 14250.883, -3.0517578e-005 }, -161.4919}, {"CargoNet_01_box_F", { 2297.2002, 14236.041, -3.0517578e-005 }, -12.71819}, {"CargoNet_01_box_F", { 2295.5859, 14235.716, 0 }, -11.798061}, {"Land_StallWater_F", { 2317.2136, 14222.917, -1.5258789e-005},-10.544367}, {"Land_WoodenBox_C_EPOCH", { 2313.314, 14223.528. 0}, -9.6090899}, {"RoadBarrier_F", { 2311.8896, 14249.566, 7.6293945e-006}, -5.6526356}, {"Land_WeldingTrolley_01_F", { 2296.3093, 14226.186, 0}, -13.316353}, {"Land_Timbers_F", { 2294.6646, 14231.737, 1.5258789e-005}, -16.873884}, {"Land_Loudspeakers_F", { 2314.0042, 14251.762, 7.6293945e-006}, -5.4632759}, {"Box_East_AmmoVeh_F", { 2310.9463, 14224.039, 7.6293945e-006}, -14.103288}, {"O_supplyCrate_F", { 2315.1763, 14224.693, 1.5258789e-005 }, -54.72419}, // NORTH Phones {"Land_PhoneBooth_02_F", { 2301.603, 14222.554, 7.6293945e-006 }, -191.33078}, // EAST ZONE {"Land_CncWall4_F", { 15814.558, 2156.9133, 6.0081482e-005 }, -277.06729}, {"Land_CncWall4_F", { 15813.83, 2163.606, 8.2015991e-005 }, 83.018326}, {"Land_HBarrier_5_F", { 15802.594, 2144.4695, 6.4849854e-005 }, 0}, {"Land_HBarrier_5_F", { 15796.668, 2144.4097, -2.8610229e-006 }, 0}, {"Land_HBarrier_5_F", { 15790.825, 2144.4878, 0.016313132 }, 0}, {"Land_HBarrier_5_F", { 15789.44, 2144.489, -1.1444092e-005 }, 0}, {"Land_ScrapHeap_1_F", { 15817.479, 2162.4705, -0.0095523652 }, -10.164691}, {"Land_MarketShelter_F", { 15795.161, 2149.4993, -2.0980835e-005 }, 0}, {"Land_Cages_F", { 15794.369, 2148.3645, 1.6212463e-005 }, 0}, {"Land_Sacks_goods_F", { 15796.27, 2148.6384, -3.7193298e-005 }, 0}, {"Land_CratesWooden_F", { 15806.113, 2147.7727, 3.1471252e-005 }, 133.17775}, {"Land_WoodenCart_F", { 15801.275, 2148.1135, -5.0544739e-005 }, -62.162945}, {"Land_CratesPlastic_F", { 15806.714, 2150.1716, -1.9073486e-005 }, 0}, {"WaterPump_01_forest_F", { 15786.252, 2150.6211, 9.5367432e-007 }, 0}, {"Land_Grave_forest_F", { 15781.073, 2161.3047, -1.9073486e-006 }, 182.75418}, {"Land_Grave_rocks_F", { 15781.165, 2159.5735, -1.5258789e-005 }, -177.10524}, // EAST Phones {"Land_PhoneBooth_02_F", { 15796.668, 2160.5066, -4.0054321e-005 }, 0} }; staticNpcPos[] = { //STATIC POS TO CENTER GREEN ZONE { "C_man_hunter_1_F", { 9364.0098, 8044.8501, 0 }, 112.20886 }, { "C_man_w_worker_F", { 9368.3018, 8052.5781, -3.8146973e-005 }, 129.39841 }, { "C_man_shorts_4_F_asia", { 9390.1016, 8036.126, -5.3405762e-005 }, 106.86514 }, //STATIC POS TO WEST GREEN ZONE { "C_man_hunter_1_F", { 2297.2639, 14231.573, 2.2888184e-005 }, 75.704285 }, { "C_man_w_worker_F", { 2313.2236, 14224.818, -2.2888184e-005 }, -18.633764 }, { "C_man_shorts_4_F_asia", { 2308.9788, 14248.819, 2.2888184e-005 }, 11.620439 }, //STATIC POS TO EAST GREEN ZONE { "C_man_hunter_1_F", { 15803.904, 2152.4792, -2.0027161e-005 }, 0 }, { "C_man_w_worker_F", { 15795.349, 2152.6582, -2.3841858e-005 }, 0 } }; }; AND part my mission.sqf: Markers and sensors for map and safe trade zone:
    class Markers { items = 6; class Item0 { position[] = {10088.224,117.81223,9045.728}; name = "center"; type = "Empty"; }; class Item1 { position[] = {13813.433,81.107765,6882.491}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {13813.405,81.111084,6882.538}; name = "respawn_west"; type = "Empty"; }; class Item3 { position[]={2308.5469, 0, 14231.495}; name="GREEN ZONE1"; text="GREEN ZONE"; markerType="ELLIPSE"; type="respawn_unknown"; colorName="ColorGUER"; a=150; b=150; }; class Item4 { position[]={9389.9307, 0, 8006.9404}; name="GREEN ZONE2"; text="GREEN ZONE"; markerType="ELLIPSE"; type="respawn_unknown"; colorName="ColorGUER"; a=150; b=150; }; class Item5 { position[]={15788.521, 2.8610229e-006, 2157.8362}; name="GREEN ZONE3"; text="GREEN ZONE"; markerType="ELLIPSE"; type="respawn_unknown"; colorName="ColorGUER"; a=150; b=150; }; }; }; class Sensors { items = 3; class Item0 { name = "bazar1_m"; position[] = {2308.5469, 0, 14231.495}; a = 150; b = 150; angle = -130.966; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; allowDamage=false; expCond = "(vehicle player) in thislist;"; expActiv = "titleText [""YOU ENTERING GREEN ZONE (150 м - NOT KILLING! BANNDED!!!)"", ""PLAIN DOWN"", 3];"; expDesactiv = "titleText [""YOU EXIT GREEN ZONE "", ""PLAIN DOWN"", 3];"; class Effects{}; }; class Item1 { name = "bazar2_m"; position[] = {9389.9307, 0, 8006.9404 }; a = 150; b = 150; angle = -130.966; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; allowDamage=false; expCond = "(vehicle player) in thislist;"; expActiv = "titleText [""YOU ENTERING GREEN ZONE (150 м - NOT KILLING! BANNDED!!!)"", ""PLAIN DOWN"", 3];"; expDesactiv = "titleText [""YOU EXIT GREEN ZONE "", ""PLAIN DOWN"", 3];"; class Effects{}; }; class Item2 { name = "bazar3_m"; position[] = {15788.521, 2.8610229e-006, 2157.8362}; a = 150; b = 150; angle = -130.966; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; allowDamage=false; expCond = "(vehicle player) in thislist;"; expActiv = "titleText [""YOU ENTERING GREEN ZONE (150 м - NOT KILLING! BANNDED!!!)"", ""PLAIN DOWN"", 3];"; expDesactiv = "titleText [""YOU EXIT GREEN ZONE "", ""PLAIN DOWN"", 3];"; class Effects{}; }; }; Best regards olke :)
  23. Like
    shurix reacted to tarvin in Bornholm can not spawn in the world /Bornholm kann nicht in die Welt Spawnen   
    https://yadi.sk/i/TRjPhMYIeDbBx  why not :) mission.sqf link for Bolnhorn  and my config:) 
    https://yadi.sk/d/jWPH7tzjeDbSb Loot for Bornholm :) (loot only Altis house ... but you simple add new spawn on Cherno building :)
  24. Like
    shurix reacted to Uro in How to add Bornholm   
    That is frowned upon, people should really learn to go create thier own - or have the common courtesy to ask someone who has created thier own for permission to use thiers or a copy of it.
     
    This is how all the A3L bullshit starts where people just take take take without asking...
  25. Like
    shurix got a reaction from nedfox in How to remove ammo from vehicles at server restarts ?   
    It is possible to check every vehicle on server restart.
    You would need to wait for server to finish spawning vehicles and filling storage
    waitUntil {!isNil "EPOCH_StorageSlotsCount"}; and then you might want to do something like this
    { _veh = _x; if ((typeOf _x) == "GhostHawk") then { //remove MiniGun ammo }; } forEach (vehicles); There is no way to identify a freshly spawned vehicle at this time. With version 0.3 each spawned vehicle will contain a Jack tool (not sure about choppers though). This would be a item for me to look for in vehicle's inventory and do some actions on that vehicle. Until Epoch script adds a new variable or another attribute to a fresh spawned vehicle, there is probably no other way.
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