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Garett1169

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  1. Like
    Garett1169 reacted to Brockie in Battleye client not responding PLEASE HELP   
    You probably need to reinstall battleye.  Read my post for how to do it:
     

  2. Like
    Garett1169 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
  3. Like
    Garett1169 reacted to Ganja in Napf secrets ?   
    Look what I found people:
    I FOUND AT LEAST FOUR CAVES ON  THE NAPF MAP.   CAVE #1:   CAVE #2:   CAVE#3:   CAVE#4:  (you have to crawl to get in this one)   Shhhhh..... it's a secret
  4. Like
    Garett1169 reacted to MrMackeyMKayyy in [How To] Setup A DayZ Epoch server (out of date) being revised!   
    Go to your server config and change your hostname server/arma versions. 1.5.0.1/112555
  5. Like
    Garett1169 reacted to Raoul in No valid response. Trying to reconnect.! - BEC problems   
    Not sure what did it tho...
    I used this (  ) to install BattlEye with automatic Server Restarts, and now the RCON just works.
    I enter my server IP with port 2302, and my password, and it just works.
  6. Like
    Garett1169 reacted to flynia in [Release] DayZ Walking Dead Zombies with Increased Damage   
    Hi All,
     
    I'm pretty new here so be gentle.
     
    Here is a string of code that I have put together for Walking Dead type Zombies with massively increased damage.
     
    Instructions:-
     
    1. Create the folder 'custom' under your "MPMissions\DayZ_Number.Mission" folder. If you already have this folder ignore this step.   2. Create a custom compiles.sqf in "MPMissions\DayZ_Number.Mission\custom" folder. If you already have this file ignore this step.   3. Added the following text to it:   if (!isDedicated) then {     zombie_generate = compile preprocessFileLineNumbers "walkingdead\zombie_generate.sqf";     player_zombieAttack = compile preprocessFileLineNumbers "walkingdead\player_zombieAttack.sqf";     wild_spawnZombies = compile preprocessFileLineNumbers "walkingdead\wild_spawnZombies.sqf";     fnc_usec_damageHandler = compile preprocessFileLineNumbers "walkingdead\fn_damageHandler.sqf"; };   4. Open init.sqf from "MPMissions\DayZ_Number.Mission"    5. Search for 'call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs'   6. Add the following text in a seperate line under this eg.   call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles   7. Copy the files from 'walkingdead' into your Mission Folder eg. "MPMissions\DayZ_Number.Mission\walkingdead"   8. Enjoy Harder Hitting and Walking Z's walkingdead.zip
  7. Like
    Garett1169 reacted to OtterNas3 in Wobbling Traders?   
    And because a line from a trader in the mission.sqf looks like this:
    _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;}; and you just want to comment out _this disableAI 'MOVE';
    and _this enableSimulation false;
     
    You cant comment out both parts together, you need each of em in a own /*blablubbtexttocommentout*/
    or show me a way to comment out both together with a single /* */
     
    For all who wanna have it the fast way
    Open mission.sqf file with Wordpad, use the "Replace" function and:
     
    Search:
    _this disableAI 'MOVE';
     
    Replace with:
    /*_this disableAI 'MOVE';*/
     
    hit "replace all"
     
     
    and then:
     
     
    Search:
    _this enableSimulation false;
     
    Replace with:
    /*_this enableSimulation false;*/
     
    hit "replace all"
     
     
    Look them shaking...
     
     
    Moo,
    Otter
  8. Like
    Garett1169 reacted to rgr in Zombie Shield Generator   
    Can we get a new link please :)
  9. Like
    Garett1169 reacted to maca134 in Ingame Camera with Monitor control   
    This is what i managed to knock up today.
     

  10. Like
    Garett1169 reacted to fr1nk in Napf secrets ?   
    Clearly, the most important lesson learned from this thread is that there needs to be sporks in Epoch. 
  11. Like
    Garett1169 reacted to axeman in Base Building 1.3 + Emerald Interior Designer   
    Take the vanilla epoch code, merge in the changes from each addon, by hand, individually. I.e. copy and paste their code into your vanilla install. Notepad++ has a compare function, very useful..
  12. Like
    Garett1169 reacted to Logan in Dependant on Downloable Content   
    Mind posting how you fixed it?
  13. Like
    Garett1169 reacted to Axe Cop in Elevator Script for Players and Vehicles [WIP/Prototype]   
    I had an idea about doing an elevator script to extend the base building a little or just for some fun with ArmA/Epoch! :D
     
    Here is a video of the current prototype: (and don't laugh I got stuck after I fell from the roof  :P)

    Just recorded another video to show how to call an elevator, I've placed 4 stops around the house, looks kinda funny yeah :D

    If anyone is wondering, I use the preview version of the metal floor to display the stop points of the elevator.. some item has to be present so you can call the elevator there and the positions get saved to the database. This item can be changed in the config but the preview items have no collisions so you can just travel through it and it's easy to see where the elevator can stop.
     
    Everything is saved to the database without any need to modify the server files or database structure. It only updates the "CharacterID" field in the "object_data" table like safes or locked door also do in Epoch, I don't want to bore you with the technical details but I encoded the elevator and stop point ID's in an 8 digit long code, always starting with "6976" (that is ASCII code for "EL" :P), the next 3 digits are the elevator ID and the last the elevator stop ID. Meaning you can have up to 10 stops per elevator (0-9) for now. It looks like this (without the "-"), just in case you want to find an elevator in the database or whatever.
    ID 8 digits: EL-ID-STID = 6976-###-# e.g the ID's of an elevator with 2 additional stop points: 69760010 -> 69760011 -> 69760012
     
    The elevator can be build similar to the in-place upgrade system from Epoch, so just look at a metal floor (item can also be changed in the config) and you will get an option "Upgrade to Elevator" and "Upgrade to Elevator Stop", the elevator stop can only be build if there is an elevator in range (max. range for the elevator to travel can be changed, default 25m), you have to select an elevator first (the select action will be available if you look at an elevator, also new built elevator are selected by default).
    Once you have built an elevator with at least 1 stop point you can just look at it and select "Activate Elevator: Next Stop" or "Activate Elevator: Previous Stop", it will then find and move to the next/previous stop. If there is no stop in range you get a message and nothing happens, the menu could be hidden if there is no next stop for the elevator but in the first version the actions are always shown.
    You can also call the elevator at any stop point, it will travel along the way, stopping at every stop point and wait there (default 5 sec. can be changed in the config).
     
    Installation and configuration
    Ok now to the installation and configuration of the elevator script. The script is only client side, so very easy to add to your mission file!
    You can get the current scripts here: https://github.com/vos/dayz/tree/master/elevator just download the whole folder and extract it to your mission file.
    To enable the script on your server add this line to your init.sqf at the end of the block "if (!isDedicated) then {" (so just above the next "};" should be fine):
    ["elevator"] execVM "elevator\elevator_init.sqf"; Assuming your have the elevator folder with the scripts in your mission root, the only parameter of the script "elevator" is the folder relative to your mission file, it's needed to load the other scripts from that folder. You can change it to "scripts\elevator" if your put the elevator-folder there for example.
     
    That is all you have to do to install the elevator script on your server, there are some config variables you can change, take a look at the file "elevator_init.sqf" where it says "global variables", you can change the values there, but I would suggest changing it in your init.sqf like the Epoch settings, e.g.:
    ELE_MaxRange = 100; // maximum range the elevator can travel / stop points can be built (in meter) ELE_Speed = 5; // speed of the elevator (meters per second) ELE_StopWaitTime = 0; // disable the wait time if you call the elevator ... ["elevator"] execVM "elevator\elevator_init.sqf"; Added building requirements and upgrade animation to build the elevator and elevator stops. Default requirements are:
    ELE_RequiredBuildTools = ["ItemToolbox", "ItemCrowbar"]; // required tools for building an elevator and elevator stop ELE_RequiredBuildItems = [["PartGeneric",4], "PartEngine", "ItemGenerator", "ItemJerrycan"]; // required items to build an elevator ELE_RequiredBuildStopItems = [["PartGeneric",4]]; // required items to build an elevator stop You will get the default messages from Epoch if you are missing the tools or items.
     
    There are no access restrictions yet! Any player can built or use an elevator with this version, so keep that in mind if you want to use it on a live server. I already have some ideas to use the default car keys to use an elevator, that should work.. unless your have some better ideas for access control? :)
     
    Just one more thing, as I use the "MetalFloor_Preview_DZ" for the elevator stop by default, if you want to keep it like that you have to add that class to your allowed objects in Epoch, otherwise Epoch will delete it right after you upgrade a metal floor to a stop point. To do that the class needs to be added to the file "dayz_code\init\variables.sqf", at line 466 there is a list "dayz_allowedObjects", just add "MetalFloor_Preview_DZ" to that list and copy the file to your mission folder as usual (the file is referenced in the init.sqf). if you don't want to do that just replace the stop class with this config variable:
    ELE_StopClass = "MetalFloor_Preview_DZ"; Replace the classname with whatever you like, I didn't test any other but the elevator will just travel there and you can call the elevator with looking at that object.
     
    Remember this is still work in progress, there might be bugs and maybe the elevator ID gets changed so already built elevators might not work after an update, but you can already play around with the script and tell me what you think, Ideas are welcome... :)
  14. Like
    Garett1169 reacted to credible in [Discontinued] Emerald Interior Designer   
    Tried installing, but the server was stuck at waiting for host. The .rpt logs showed the following error.
    Obsolete class Animations defined in bin\config.bin/RscCompass/ Obsolete class Animations defined in bin\config.bin/RscWatch/ ErrorMessage: File mpmissions\DayZ_Epoch_11.Chernarus\custom\interior\defines.hpp, line 21: .RscText: Member already defined. 18:02:28 NetServer::finishDestroyPlayer(1393393109): DESTROY immediately after CREATE, both cancelled 18:03:12 NetServer::finishDestroyPlayer(1884501924): DESTROY immediately after CREATE, both cancelled Anyone who has encountered the same, and know how to unfuck it?  :)
  15. Like
    Garett1169 reacted to raymix in [Discontinued] Emerald Interior Designer   
    Delete this part in defines.hpp
    class RscText { access = 0; idc = -1; type = CT_STATIC; style = ST_MULTI; linespacing = 1; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,.5}; text = ""; shadow = 2; font = "Bitstream"; SizeEx = 0.02300; fixedWidth = 0; x = 0; y = 0; h = 0; w = 0; };
  16. Like
    Garett1169 reacted to CopeGD in [Discontinued] Emerald Interior Designer   
    My RPT file says the following: ErrorMessage: File mpmissions\dayz_private_1.epoch.chernarus\interior\defines.hpp, line 21: .RscText: Member already defined
     
    Line 21 is CT_XBUTTON. Is that possible?
  17. Like
    Garett1169 reacted to fr1nk in Epoch alpha release?   
    My pants are slightly wet now.
     
    Sorry for the TMI lol
  18. Like
    Garett1169 reacted to fr1nk in Discussion about upcoming v0.1 Closed Alpha Test   
    So, whose leg do I need to hump to get access?
  19. Like
    Garett1169 reacted to Rythron in [How To/Update] Build Snap with Right Click custom build, admin fast build + upgrade Version 1.6.5 IMPORTANT UPDATE: extra_rc   
    here are some house builds i'm using.
    class ExtraBc4 { class ItemCitrine { class menuItem1 { text = "Place House"; script = "[""Land_dum_istan3_hromada2"",[""ItemToolbox"",""ItemHatchet_DZE"",""ItemMatchbox_DZE""],""ItemCitrine"",[0,13,5]] execVM ""custom\snap_build\player_build.sqf"";"; }; class menuItem2 { text = "Place House 1"; script = "[""MAP_sara_Domek_sedy"",[""ItemToolbox"",""ItemHatchet_DZE"",""ItemMatchbox_DZE""],""ItemCitrine"",[0,13,2.7]] execVM ""custom\snap_build\player_build.sqf"";"; }; class menuItem3 { text = "Place House 2"; script = "[""MAP_deutshe_mini"",[""ItemToolbox"",""ItemHatchet_DZE"",""ItemMatchbox_DZE""],""ItemCitrine"",[0,13,3]] execVM ""custom\snap_build\player_build.sqf"";"; }; class menuItem4 { text = "Place House 3"; script = "[""hruzdum"",[""ItemToolbox"",""ItemHatchet_DZE"",""ItemMatchbox_DZE""],""ItemCitrine"",[0,13,5]] execVM ""custom\snap_build\player_build.sqf"";"; }; class menuItem5 { text = "Place House 4"; script = "[""dum_rasovna"",[""ItemToolbox"",""ItemHatchet_DZE"",""ItemMatchbox_DZE""],""ItemCitrine"",[0,13,3]] execVM ""custom\snap_build\player_build.sqf"";"; }; }; };
     
    https://www.youtube.com/watch?v=oN0MjhXvlag
  20. Like
    Garett1169 reacted to OtterNas3 in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    Just finished it and thought someone could like it...
    You have many, many (many, ...) Vehicles? You have many, many (many, ...) different Keys? Already need to attach a list with Key = Vehicle to your Monitor to keep track of em? Need 30 minutes to start driving because you dont have such a list? Frustrated? ALL OVER!
     
    This little script allows you and the Players on your Server to copy Vehicles, that you got the Key for, to another Key that's in your Inventory!
     
    Example:
    Car 1: Red Skoda - Red Key (1234)
    Car 2: Green Skoda - Green Key (4321)
     
    You need a Keymakers Kit!
    Put both keys in your Inventory, look at the Car 1 and select "Change Vehicle Key" from the action menu.
     
    You get a list with all Keys in your Inventory, to select from a menu. In this case the list would just be one: Green Key (4321)
    Not in the list is the Key for Car 1, so no Red Key (1234)
     
    Select the new Key you want to put the car on and: voila!
     
    You can throw away the unneeded Red Key (1234)
    The Old vehicle Key gets added to your Backpack
    Car 1 & Car 2 are both now on the Green Key (4321)
     
    You can allow players to "Claim" Vehicles that are dynamic spawned on the Map and does not yet need a Key.
    This is a option you can turn On/Off!
    You can set a price for claiming vehicles also.
     
    THIS DOES NOT HOWEVER INCLUDE MISSIONVEHICLES THAT ARE NOT SPAWNED CORRECTLY!
    IF YOU WANT TO BE ABLE TO CLAIM MISSIONVEHICLES, TELL THE MISSION DEVELOPER TO SETUP HIS SPAWNCODE FOR VEHICLES TO A CORRECT WAY!
     
    Changelog 1.4
    I changed some functions and implemented some small fixes mentioned by other users in this Thread.
    Specially for just bought vehicles and the "get not saved after driving" thing.
    This should also fix the duping for some of you, i never had it yet and cant reproduce. just made the call a bit different now.
     
     
    If it doesnt work as it should, gimme a shout.
     
    And for people that think this Mod is a total mess. Dont use it?
    It works on my Server for a loooooooooooooong time now without any errors!
     
     
     
    Demo Video
    http://www.youtube.com/watch?v=bEUmLrje_5o
     
     
    Like?
     
    DOWNLOAD:
    https://www.dropbox.com/s/mq0dvpzawtwmam8/VehicleKeyChanger_v1.4.zip
     
     Install Instructions:
    1. Download and unzip VehicleKeyChanger_v1.4.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo
    3. copy the custom folder from the unziped VehicleKeyChanger_v1.4.zip to MPMissions\YOURMISSIONNAME\
    4. open 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\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; 5.
    Configuration:
    Edit custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf
     
    Edit this block to your likings!

    ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Claim Vehicles that does not yet need Key /// ///////// 0 = Not allowed | 1 = Allowed ///////// vkc_claiming = 0; ///////////////////////////////////////////////// //////// Claim Vehicles costs this Item ///////// /// Any Item can be used here, some examples: /// //// ItemTinBar, ItemSilverBar, ItemGoldBar, //// ////// ItemSilverBar10oz, ItemGoldBar10oz, ////// ///// ItemBriefcase20oz, ItemBriefcase100oz ///// //////// set to "0" to disable the costs //////// vkc_claimingPrice = "ItemGoldBar10oz"; ///////////////////////////////////////////////// ////////// Change Key costs this Item /////////// ////////////// see above examples /////////////// //////// set to "0" to disable the costs //////// vkc_Price = "ItemSilverBar"; ///////////////////////////////////////////////// /////// Need KeyKit to use this function //////// ////////// 0 = Not needed | 1 = Needed ////////// vkc_needKeykit = 1; ///////////////////////////////////////////////// ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// 5. repbo MPMissions\YOURMISSIONNAME\
    - upload it to your server -
     
    6. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
     
    7 copy server_updateObject.sqf from your unziped VehicleKeyChanger_v1.4.zip to @DayZ_Epoch_Server\addons\dayz_server\compile\  and overwrite the existing one. (This just adds a function for this mod nothing else changed)
    If you already have a custom server_updateObjects.sqf you need to compare my file with yours and make the changes yourself!
     
    8. repbo @DayZ_Epoch_Server\addons\dayz_server\
    - upload it to your server -
     
    9 copy this file to your Servers BattlEye filters folder:
    publicvariableval.txt
     
    FYI: INFISTAR AdminCheat, ummm sorry meant AntiCheat, users!
    Cause he uses his own BE filter files should not copy paste this file over your existing one, else you will get kicked for all the cool nice admin functions that comes with your Infistar! You need to do the change yourself if you get kicked for anything regarding this script.
    I dont had and will not have a look at Infistar's BE files to sort things out!
     
    10. Restart your server
    11. Enjoy it and cleanup your vaults!
     
    12. DONT LOOSE YOUR MASTERKEY! :rolleyes:
     
     
    -- Additional Information ---
     
    For InfiStar AdminCheat (ummm sorry meant AntiCheat...) users:

     
     
    Have fun with it!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  21. Like
    Garett1169 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
     
    #####################################
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    #                                Donate                           #
    #####################################

     
  22. Like
    Garett1169 reacted to vbawol in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)   
    Feel free to make a pull request to add this for 1.0.5, I am sure one of contributors can help support this going forward.
  23. Like
    Garett1169 reacted to Smooth137 in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)   
    +1 for 1.0.5.
  24. Like
    Garett1169 reacted to cen in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)   
    +1 make this standard for 1.0.5.
  25. Like
    Garett1169 reacted to Cal-Dirty Weasel in Best choice of silenced weapons?   
    The M8 SD uses STANAG SD rounds, same as many others.
     
    In defense of the VSS, the normal 9mm found in pistols and the MP5 is a 9x19, while the VSS uses a 9x39. It uses a neck upped AK47 case to accomodate a 9mm diameter bullet. Also, the pistol 9mm's bullets weigh 147gr, as opposed to the Vintorez's 250gr projectile. In ballistic terms: Stopping power is a combination of speed, weight, and diameter. So the VSS is a great man stopper for a short range, (max 300-400m), then it drastically drops off. 
     
    The game does a good job portraying the dynamics of the Vinatorez, great up to 300m on a stationary target. But due to it's slow speed it's poor on moving targets or those at the end of it's effective range.
     
    If anything, when they nerfed the 7.62x51 guns (two or more shots to the torso): DMR, M14, SCAR-H, they did a real disservice to the real king of the battlefield, the .308. 
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