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Rotzloch

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  1. Thanks
    Rotzloch reacted to vbawol in New Mod based on Epoch?   
    You can use our released sources on GitHub to build a new Mod. Please use another name than Epoch for your mod, give proper credit and keep the same license: https://www.bohemia.net/community/licenses/dayz-mod-license-share-alike for A2 and https://www.bohemia.net/community/licenses/arma-public-license-share-alike for A3
    Also, If released to the public you need to also share your work in the same way it was shared to you (GitHub).
    If you want to include assets that are not available on the GitHub you may need to ask for further permissions.
  2. Like
    Rotzloch got a reaction from vbawol in New Mod based on Epoch?   
    Hello
    I have a question. Is it allowed to create a new Mod that is based on Epoch?
    So taking the Epoch pbo's and modify them as needed?
     
    Thanks and kind regards
    Roland
  3. Like
    Rotzloch reacted to syco in Players no longer take fall damage   
    In current version you need to open Ahconfig.sqf and find
    _blockDamageFrom =On the next line you will see
    '', // This might also block fall damageRemove that whole line
    Also you might want to remove some more stuff like
    'SmallSecondary', // also happens when a vehicle explodes 'HelicopterExploSmall','HelicopterExploBig', 'PipeBomb','TimeBomb', 'Mine','MineE', 'GrenadeHand','GrenadeHand_stone','grenadecore',Most servers have satchel charges, mines and all have hand grenades. If you don't remove them infiSTAR will block the damage. There are many more that should be removed if you have a vehicle or weapon on your server that does damage that is listed in the blocked list.
    This is my list
    _blockDamageFrom = [ 'R_57mm_HE','M_9M311_AA', 'M_AT2_AT','G_30mm_HE','M_AT5_AT','M_AT6_AT','M_AT9_AT','M_AT13_AT','B_23mm_AA','Bo_GBU12_LGB','Bo_FAB_250','M_Ch29_AT','Sh_122_HE','Sh_125_SABOT','Sh_125_HE','R_Hydra_HE', 'B_30mmA10_AP','B_25mm_HE','R_GRAD','B_23mm_APHE','M_Hellfire_AT','B_145x115_AP','Sh_105_HE','B_20mm_AA','B_20mm_AP','B_30x113mm_M789_HEDP','Sh_120_SABOT','Sh_120_HE', 'M_Maverick_AT','Bo_Mk82','R_MLRS','M_R73_AA','R_80mm_HE','R_S8T_AT','M_Sidewinder_AA','M_Sidewinder_AA_F35','R_OG9_HE','M_Stinger_AA','M_TOW_AT','M_TOW2_AT', 'M_Vikhr_AT','B_127x108_APHE','Sh_85_AP','Sh_85_HE','ARTY_Sh_122_HE','ARTY_Sh_122_WP','ARTY_Sh_105_HE','ARTY_Sh_105_WP','ARTY_Sh_81_HE','ARTY_Sh_81_WP','ARTY_Sh_82_HE','ARTY_Sh_82_WP', 'ARTY_R_227mm_HE_Rocket','ARTY_R_120mm_HE_Rocket' ]; 
  4. Like
    Rotzloch reacted to Angrygargamel in [Release] Overpochins Taviana Server with LOTS and LOTS of mods   
    rotzloch is working on the staged buildings...
    i have tested some versions of it now... and it works like expected...
  5. Like
    Rotzloch got a reaction from PredatoRX91 in [Release] Wicked AI 2.2.0   
    I have make it another way then Hux.
     
    I have changed my "compile/find_position.sqf"
     
    Search:
    markerready = false; Add below:
    if(wai_static_mission_locs) exitWith {   _position = wai_mission_locations call BIS_fnc_selectRandom;   _position set [2, 0];   _position }; And open "config.sqf"
    Search for:
    /* STATIC MISSIONS CONFIG */ Add before:
    wai_static_mission_locs  = true; wai_mission_locations  = [   [856.919,9370.11,0.001],[3468.97,9430.79,0.001],[4721.69,1951.64,0.001], [8586.69,7174.76,0.001],[869.732,5158.03,0.001] ]; in the wai_mission_locations array you can add as many locations you want.
     
    Greets
    Rotzloch
  6. Like
    Rotzloch got a reaction from ElDubya in [Release] Wicked AI 2.2.0   
    I have make it another way then Hux.
     
    I have changed my "compile/find_position.sqf"
     
    Search:
    markerready = false; Add below:
    if(wai_static_mission_locs) exitWith {   _position = wai_mission_locations call BIS_fnc_selectRandom;   _position set [2, 0];   _position }; And open "config.sqf"
    Search for:
    /* STATIC MISSIONS CONFIG */ Add before:
    wai_static_mission_locs  = true; wai_mission_locations  = [   [856.919,9370.11,0.001],[3468.97,9430.79,0.001],[4721.69,1951.64,0.001], [8586.69,7174.76,0.001],[869.732,5158.03,0.001] ]; in the wai_mission_locations array you can add as many locations you want.
     
    Greets
    Rotzloch
  7. Like
    Rotzloch reacted to Zupa in Epoch 1.0.6   
    Fellow epoch 2 players and server owners
     
    We are currently working together with community developers to get the 1.0.6 patch ready for release. Awol gave me rights to the codebase of Epoch Arma 2. This means I can code review and accept/deny any code passed to the Github. I'm also reviewing all the issues reported on the Github to see if it's relevant and debate if coding needs to be done. I understand not everyone is Github experienced. So i kindly accept bug reports or requests in this topic. I do not guarantee it's get fixed or added. But it will definitely throw it into discussion.
     
    In the future i'm planning to get a dev server up so we can do some testing on everything we added since the latest patch.
    I already want to thank every person who worked or will work on the DayZ-Epoch code.
     
    A full (rolling) change log will be posted over time ( When i get free time to check all merge request done by everyone since last patch).
    All progress can be followed on the DayZ-Epoch Github:
     
    https://github.com/vbawol/DayZ-Epoch
     
    The following link show you all the changes since the 1051 release.
     
    https://github.com/vbawol/DayZ-Epoch/compare/Release_1.0.5.1...master
     
    Changelog: 
     
    [NEW] RedRyder BB Gun by @arma2WillRobinson
    [NEW] DB Backup script. @RimBlock
    [NEW] Use DayZ_UseSteamID = false; in your init.sqf to use the old PlayerUID, instead of SteamID @icomrade
    [NEW] UI Update - Graphical and code changes, enable using Dayz_Dark_UI = true; in init.sqf. @hogscraper
    [NOTE] It's recommend to convert to the new SteamID system if possible, new servers should not use DayZ_UseSteamID = false;
    [NEW] Snap building (disabled by default), use DZE_modularBuild = true; in your init.sqf to enable. @raymix
    [NEW] Modular/Function based player_build for addon makers and modders. @raymix (more info and concepts - )
    [NEW] Added "RedRyder" and "350Rnd_BB_Magazine" to loot pile. #1456 #1457 @Namindu
    [NEW] Added tree support for Isla Duala. @Utomnia

    [CHANGED] An infection chance of -1 disables self-transfusion infection. 0 is always infected. (DZE_selfTransfuse_Values) @icomrade
    [CHANGED] Removed weapons from Traders hands and made them stand with arms by their side. @SilvDev
    [CHANGED] Tweaked fuel capacity variables for vehicles. @RimBlock
    [CHANGED] Tweaked rotate_logs.bat to incorporate the day of the week for better organization @Raziel23x

    [FIXED] Backpack wipes when changing clothes. #1361 @icomrade
    [FIXED] CH53 gear when locked #1364 @icomrade
    [FIXED] Infinite loop when crafting ore into bars #1351 @icomrade
    [FIXED] Only first kill showing on death boards #1362 #1124 @vbawol @icomrade
    [FIXED] Crossbow quivers not working #1355 @icomrade
    [FIXED] Crash_spawner & Supply_drop modules spawning inaccessible loot piles #1408 #1390 @Uro1
    [FIXED] Undefined variable "_weapon" in fnc_plyrHit.sqf when killer is driving a vehicle #1420 @ebaydayz
    [FIXED] Fire cleanup diag_log error in server_functions.sqf #1421 @ebaydayz
    [FIXED] NearestObjects position error in server_playerSync.sqf #1425 @ebaydayz
    [FIXED] Corrected ClassName type for CH53_DZE and BAF_Merlin_DZE. @Cinjun
    [FIXED] Some counts reverted to forEach - count loops can not be nested inside other count loops #1491-#1495 @ebaydayz
    [FIXED] Safes empty when opening after restart #1467 @ebaydayz
    [FIXED] Dynamic_vehicle spawning non-upgradable classes of hilux1 & datsun1. @Uro1
    [FIXED] Eating while inside a vehicle did not drop empty can @deadeye2
    [FIXED] Zombie loot error when using loot tables in mission file @deadeye2
    [FIXED] Trader menu expected array error #1618-1620 @ebaydayz
    [FIXED] Loading screen issue where you can walk around and see a black screen #1610 @deanreid
    [FIXED] Rare inventory wiping on login. @Mikeeeyy
    [FIXED] Wrong items return when deconstruction a bag fence. @seb3sec
     
    [uPDATED] .hpp files updated in dayz_epoch_b CfgLootPos > CfgBuildingPos. @Uro1
    [uPDATED] .bat files updated in Config-Examples @Raziel23x
    [uPDATED] Updated all config.cfg in Config-Examples, Added Default Steam Ports and Updated Layout. @Namindu
    [uPDATED] Epoch.sql, 1.0.5_Updates.sql & CfgServerTraders with correct classnames for upgradable hilux1 & datsun1 versions. @Uro1
    [uPDATED] mission.sqm to compact format from DayZ Mod 1.8.3 @ebaydayz

    [iNFO] (EXTREMELY IMPORTANT) Server owners MUST update their required build and beta to 125548
    [iNFO] requiredSecureId is deprecated in server.cfg.
  8. Like
    Rotzloch got a reaction from ElDubya in Origins Base Building - how to?   
    I wrote you a Private Message.
  9. Like
    Rotzloch got a reaction from Muffin Man in [NAPF Epoch] LS Camp   
    Thank you very much for this. 
    I have minimized the code.
    If anyone want it:
     
    Camp_LS.sqf




    AI for WAI Beta 2.2.0




    Rotzloch
  10. Like
    Rotzloch got a reaction from SchwEde in Freeze Units, to help reduce server Last   
    I had also this Problem.
    Then i changed my cache_units.sqf a little bit.
     
    My file :



     
    Hope this helps you.
  11. Like
    Rotzloch got a reaction from SchwEde in Re-signing Origins   
    removed!
  12. Like
    Rotzloch got a reaction from SchwEde in [Release] Wicked AI 2.2.0   
    Hello f3cuk
     
    First: Thanks for this great AI Mod.
     
    Second: I have make a pull request to your testbranch (Arma 2 Version) with the fix for Vehicle Save on Windows Server: https://github.com/f3cuk/WICKED-AI/pull/142.
     
    Third: For all that have Problems with Vehicles from Missions are at Mission position after restart or some other strange behavior with vehicles, look what i change here: https://github.com/f3cuk/WICKED-AI/pull/142/files
     
     
    Rotzloch
  13. Like
    Rotzloch got a reaction from -CJ- in Freeze Units, to help reduce server Last   
    I have change following to prevent this error:

    Original:




    My Changes:




    Greets
    Rotzloch
  14. Like
    Rotzloch got a reaction from SchwEde in Freeze Units, to help reduce server Last   
    I have change following to prevent this error:

    Original:




    My Changes:




    Greets
    Rotzloch
  15. Like
    Rotzloch got a reaction from Dodgyuk in problem with wai missions vehicles   
    Hello
    i have make a pull request to fix this problem:
    https://github.com/f3cuk/WICKED-AI/pull/142

    There you see what you need to change.

    greets Rotzloch
  16. Like
    Rotzloch got a reaction from Buck0 in problem with wai missions vehicles   
    Hello
    i have make a pull request to fix this problem:
    https://github.com/f3cuk/WICKED-AI/pull/142

    There you see what you need to change.

    greets Rotzloch
  17. Like
    Rotzloch got a reaction from SchwEde in Object Animations   
    I'm working on a big update for my server. After that, i will update my building system and publish here.
    I will make a new Thread about that, when it's done, because many things have changed. But it works better.
     
    Hope thats good for you :).
  18. Like
    Rotzloch got a reaction from ElDubya in Object Animations   
    I'm working on a big update for my server. After that, i will update my building system and publish here.
    I will make a new Thread about that, when it's done, because many things have changed. But it works better.
     
    Hope thats good for you :).
  19. Like
    Rotzloch reacted to Externized in Sometimes character stops updating after skin change   
    Found this out myself today.
  20. Like
    Rotzloch got a reaction from ElDubya in Object Animations   
    Thanks, 
    but it's a little bit late :).
     
    Found it by my own :).
     
    Good night.
  21. Like
    Rotzloch reacted to Brutus in [NAPF Epoch] LS Camp   
    And The WAI:
    ////////////////////////////////////////Camp LS////////////////////////////////////////////////////////////////////// [[16511.607,18379.748,-0.0002822876], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16535.934,18363.547,-0.00018310547], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16553.236,18351.018,-1.9073486e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16564.561,18313.781,8.392334e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16599.777,18275.996,-0.00021743774], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16627.938,18250.469,-3.8146973e-006], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16652.002,18215.494,-4.9591064e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16592.992,18125.986,3.8146973e-006], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16581.977,18172.758,8.7738037e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16553.1,18252.879,-8.0108643e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16486.623,18213.314,-1.1444092e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16512.008,18237.744,0.00011062622], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16636.965,18177.732,3.8146973e-006], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16461.199,18267.102,0.00018692017], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16497.875,18305.539,9.1552734e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16410.861,18323.389,-8.7738037e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16451.377,18385.02,0.0001373291], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16369.113,18359.168,1.1444092e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16481.309,18240.453,3.8146973e-006], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16328.141,18389.029,1.1444092e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16295.274,18420.096,-2.2888184e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16323.481,18454.027,6.4849854e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[16420.896,18490.758,-8.0108643e-005], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; [[[16615.563,18231.066,15.522613]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16613.488,18203.689,19.351374]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16625.99,18206.449,19.386118]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16539.16,18201.014,19.355492]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16543.02,18192.086,19.350246]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16606.965,18283.313,20.346128]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16587.818,18119.393,7.6994228]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16479.447,18330.469,6.8925867]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16549.461,18333.1,6.0120625]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16482.445,18384.848,14.642282]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16295.576,18403.008,19.150904]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16276.871,18415.031,19.405535]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16691.176,18543.697,7.6889458]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16691.449,18506.332,9.1895437]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; [[[16282.959,18448.139,20.342394]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 1, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 4, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; /////////////////////////////////////////////////Camp_LS////////////////////////////////////////////////////////////////////
  22. Like
    Rotzloch reacted to Brutus in [NAPF Epoch] LS Camp   
    Hi all here it's our LS Camp for NapfIsland
     
    On Nord-East small island airstrip.
     
    Strongly defended with WAI  ( static MG / numerous Ai group inside and outside of the camp  / crate for loot )
     
    Here it's videos making by player on our server to let you see what i'm talking about...
     
    http://youtu.be/DfICD0bX9KM   part1
     
    http://youtu.be/WOzahMayNIc   part2
     
    http://youtu.be/HNxZetjmCt8     part3
     
    Credits : [LS] Brutus 
     
    -1 : make a folder into your root server.pbo and name it: map_updates
     
    - 2 : make a sqf file into this new map_updates folder and name it : Camp_LS.sqf
     
    - 3 : make a sqf file into this new map_updates folder and name it : Camp_LS_Box.sqf
     
    -4 : make a sqf file into this new map_updates folder and name it : Camp_LS_Box2.sqf
     
    -5 : copy and paste this first block code into your Camp_LS.sqf
    if (isServer) then { _vehicle_0 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16519.396, 18319.162, -7.6293945e-006], [], 0, "CAN_COLLIDE"]; _vehicle_0 = _this; _this setDir 39.770123; _this setPos [16519.396, 18319.162, -7.6293945e-006]; }; _vehicle_2 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16462.494, 18245.502, -7.6293945e-005], [], 0, "CAN_COLLIDE"]; _vehicle_2 = _this; _this setDir 39.770123; _this setPos [16462.494, 18245.502, -7.6293945e-005]; }; _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16302.521, 18490.467, -7.6293945e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setDir 126.34598; _this setPos [16302.521, 18490.467, -7.6293945e-006]; }; _vehicle_6 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16486.375, 18225.586], [], 0, "CAN_COLLIDE"]; _vehicle_6 = _this; _this setDir 39.746582; _this setPos [16486.375, 18225.586]; }; _vehicle_8 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16531.395, 18309.146, 2.2888184e-005], [], 0, "CAN_COLLIDE"]; _vehicle_8 = _this; _this setDir 39.770123; _this setPos [16531.395, 18309.146, 2.2888184e-005]; }; _vehicle_10 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16495.508, 18339.16, -6.8664551e-005], [], 0, "CAN_COLLIDE"]; _vehicle_10 = _this; _this setDir 39.770123; _this setPos [16495.508, 18339.16, -6.8664551e-005]; }; _vehicle_12 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16450.785, 18255.27, -7.6293945e-006], [], 0, "CAN_COLLIDE"]; _vehicle_12 = _this; _this setDir 39.770123; _this setPos [16450.785, 18255.27, -7.6293945e-006]; }; _vehicle_14 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16438.814, 18265.205, 1.9073486e-005], [], 0, "CAN_COLLIDE"]; _vehicle_14 = _this; _this setDir 39.770123; _this setPos [16438.814, 18265.205, 1.9073486e-005]; }; _vehicle_16 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16426.738, 18275.27, 7.6293945e-005], [], 0, "CAN_COLLIDE"]; _vehicle_16 = _this; _this setDir 39.770123; _this setPos [16426.738, 18275.27, 7.6293945e-005]; }; _vehicle_18 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16474.445, 18235.551, -9.5367432e-005], [], 0, "CAN_COLLIDE"]; _vehicle_18 = _this; _this setDir 39.770123; _this setPos [16474.445, 18235.551, -9.5367432e-005]; }; _vehicle_20 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16483.543, 18349.242, 2.6702881e-005], [], 0, "CAN_COLLIDE"]; _vehicle_20 = _this; _this setDir 39.770123; _this setPos [16483.543, 18349.242, 2.6702881e-005]; }; _vehicle_22 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16507.426, 18329.156, -3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_22 = _this; _this setDir 39.770123; _this setPos [16507.426, 18329.156, -3.8146973e-006]; }; _vehicle_24 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16314.279, 18462.391, 0.00019836426], [], 0, "CAN_COLLIDE"]; _vehicle_24 = _this; _this setDir -53.867901; _this setPos [16314.279, 18462.391, 0.00019836426]; }; _vehicle_26 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16305.824, 18450.988, 0.00012207031], [], 0, "CAN_COLLIDE"]; _vehicle_26 = _this; _this setDir -52.764961; _this setPos [16305.824, 18450.988, 0.00012207031]; }; _vehicle_28 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16320.837, 18484.848, -0.00023269653], [], 0, "CAN_COLLIDE"]; _vehicle_28 = _this; _this setDir 38.461823; _this setPos [16320.837, 18484.848, -0.00023269653]; }; _vehicle_30 = objNull; if (true) then { _this = createVehicle ["Base_WarfareBBarrier10xTall", [16311.975, 18473.496, 4.5776367e-005], [], 0, "CAN_COLLIDE"]; _vehicle_30 = _this; _this setDir 38.800705; _this setPos [16311.975, 18473.496, 4.5776367e-005]; }; _vehicle_32 = objNull; if (true) then { _this = createVehicle ["GLT_UH60_NAVY_Wreck", [16415.125, 18434.223, -0.14359432], [], 0, "CAN_COLLIDE"]; _vehicle_32 = _this; _this setDir 5.9486184; _this setPos [16415.125, 18434.223, -0.14359432]; }; _vehicle_33 = objNull; if (true) then { _this = createVehicle ["GLT_UH60_NAVY_Wreck", [16369.124, 18469.193, -0.018923692], [], 0, "CAN_COLLIDE"]; _vehicle_33 = _this; _this setDir 49.427628; _this setPos [16369.124, 18469.193, -0.018923692]; }; _vehicle_34 = objNull; if (true) then { _this = createVehicle ["Land_Mil_ControlTower", [16471.002, 18277.859, 3.4332275e-005], [], 0, "CAN_COLLIDE"]; _vehicle_34 = _this; _this setDir -142.47682; _this setPos [16471.002, 18277.859, 3.4332275e-005]; }; _vehicle_35 = objNull; if (true) then { _this = createVehicle ["MAP_P_radar", [16474.932, 18277.729, 12.816012], [], 0, "CAN_COLLIDE"]; _vehicle_35 = _this; _this setPos [16474.932, 18277.729, 12.816012]; }; _vehicle_36 = objNull; if (true) then { _this = createVehicle ["MAP_fort_watchtower", [16544.664, 18371.201, -0.0001411438], [], 0, "CAN_COLLIDE"]; _vehicle_36 = _this; _this setDir 129.63055; _this setPos [16544.664, 18371.201, -0.0001411438]; }; _vehicle_38 = objNull; if (true) then { _this = createVehicle ["MAP_fort_watchtower", [16515.67, 18395.041, 7.6293945e-005], [], 0, "CAN_COLLIDE"]; _vehicle_38 = _this; _this setDir 129.63055; _this setPos [16515.67, 18395.041, 7.6293945e-005]; }; _vehicle_40 = objNull; if (true) then { _this = createVehicle ["MAP_fort_watchtower", [16551.834, 18365.076, 0.00011444092], [], 0, "CAN_COLLIDE"]; _vehicle_40 = _this; _this setDir 129.63055; _this setPos [16551.834, 18365.076, 0.00011444092]; }; _vehicle_42 = objNull; if (true) then { _this = createVehicle ["MAP_fort_watchtower", [16522.973, 18389.123, 0.00012969971], [], 0, "CAN_COLLIDE"]; _vehicle_42 = _this; _this setDir 129.63055; _this setPos [16522.973, 18389.123, 0.00012969971]; }; _vehicle_44 = objNull; if (true) then { _this = createVehicle ["MAP_fort_watchtower", [16530.227, 18383.162, 0.00011062622], [], 0, "CAN_COLLIDE"]; _vehicle_44 = _this; _this setDir 129.63055; _this setPos [16530.227, 18383.162, 0.00011062622]; }; _vehicle_46 = objNull; if (true) then { _this = createVehicle ["MAP_fort_watchtower", [16537.504, 18377.063, 0.00029373169], [], 0, "CAN_COLLIDE"]; _vehicle_46 = _this; _this setDir 129.63055; _this setPos [16537.504, 18377.063, 0.00029373169]; }; _vehicle_49 = objNull; if (true) then { _this = createVehicle ["MAP_fort_watchtower", [16559.113, 18359.291, 3.4332275e-005], [], 0, "CAN_COLLIDE"]; _vehicle_49 = _this; _this setDir 129.63055; _this setPos [16559.113, 18359.291, 3.4332275e-005]; }; _vehicle_51 = objNull; if (true) then { _this = createVehicle ["MAP_fort_watchtower", [16566.469, 18353.404, -0.00016021729], [], 0, "CAN_COLLIDE"]; _vehicle_51 = _this; _this setDir 129.63055; _this setPos [16566.469, 18353.404, -0.00016021729]; }; _vehicle_53 = objNull; if (true) then { _this = createVehicle ["MAP_fort_watchtower", [16571.826, 18332.979, 0.0001373291], [], 0, "CAN_COLLIDE"]; _vehicle_53 = _this; _this setDir 219.75003; _this setPos [16571.826, 18332.979, 0.0001373291]; }; _vehicle_55 = objNull; if (true) then { _this = createVehicle ["MAP_fort_watchtower", [16577.793, 18339.994, 0.00020980835], [], 0, "CAN_COLLIDE"]; _vehicle_55 = _this; _this setDir 219.75003; _this setPos [16577.793, 18339.994, 0.00020980835]; }; _vehicle_57 = objNull; if (true) then { _this = createVehicle ["MAP_fort_watchtower", [16573.992, 18347.473, 0.00024795532], [], 0, "CAN_COLLIDE"]; _vehicle_57 = _this; _this setDir 129.63055; _this setPos [16573.992, 18347.473, 0.00024795532]; }; _vehicle_59 = objNull; if (true) then { _this = createVehicle ["Land_A_GeneralStore_01", [16546.6, 18324.717, 0.00016784668], [], 0, "CAN_COLLIDE"]; _vehicle_59 = _this; _this setDir -51.147789; _this setPos [16546.6, 18324.717, 0.00016784668]; }; _vehicle_60 = objNull; if (true) then { _this = createVehicle ["Land_A_Office02", [16570.07, 18289.822, 5.3405762e-005], [], 0, "CAN_COLLIDE"]; _vehicle_60 = _this; _this setDir 37.893532; _this setPos [16570.07, 18289.822, 5.3405762e-005]; }; _vehicle_61 = objNull; if (true) then { _this = createVehicle ["Land_A_Pub_01", [16494.822, 18355.443, 2.2888184e-005], [], 0, "CAN_COLLIDE"]; _vehicle_61 = _this; _this setDir 309.69705; _this setPos [16494.822, 18355.443, 2.2888184e-005]; }; _vehicle_62 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [16685.129, 18488.65, -9.5367432e-005], [], 0, "CAN_COLLIDE"]; _vehicle_62 = _this; _this setDir 79.43988; _this setPos [16685.129, 18488.65, -9.5367432e-005]; }; _vehicle_63 = objNull; if (true) then { _this = createVehicle ["Land_MBG_Garage_Single_A", [16406.764, 18353.982, 4.5776367e-005], [], 0, "CAN_COLLIDE"]; _vehicle_63 = _this; _this setDir 38.184422; _this setPos [16406.764, 18353.982, 4.5776367e-005]; }; _vehicle_67 = objNull; if (true) then { _this = createVehicle ["Land_MBG_Garage_Single_A", [16402.912, 18357.098, -6.1035156e-005], [], 0, "CAN_COLLIDE"]; _vehicle_67 = _this; _this setDir 38.184422; _this setPos [16402.912, 18357.098, -6.1035156e-005]; }; _vehicle_69 = objNull; if (true) then { _this = createVehicle ["Land_MBG_Garage_Single_A", [16399.127, 18360.008], [], 0, "CAN_COLLIDE"]; _vehicle_69 = _this; _this setDir 38.184422; _this setPos [16399.127, 18360.008]; }; _vehicle_74 = objNull; if (true) then { _this = createVehicle ["BMP2Wreck", [16911.014, 18387.391, 0.23337391], [], 0, "CAN_COLLIDE"]; _vehicle_74 = _this; _this setDir 169.04211; _this setPos [16911.014, 18387.391, 0.23337391]; }; _vehicle_75 = objNull; if (true) then { _this = createVehicle ["BRDMWreck", [16920.871, 18381.316, 0.10417386], [], 0, "CAN_COLLIDE"]; _vehicle_75 = _this; _this setDir 46.728401; _this setPos [16920.871, 18381.316, 0.10417386]; }; _vehicle_76 = objNull; if (true) then { _this = createVehicle ["HMMWVWreck", [16918.846, 18370.887, -7.2479248e-005], [], 0, "CAN_COLLIDE"]; _vehicle_76 = _this; _this setDir -113.13027; _this setPos [16918.846, 18370.887, -7.2479248e-005]; }; _vehicle_77 = objNull; if (true) then { _this = createVehicle ["UralWreck", [16906.529, 18348.508, 0.00012588501], [], 0, "CAN_COLLIDE"]; _vehicle_77 = _this; _this setPos [16906.529, 18348.508, 0.00012588501]; }; _vehicle_78 = objNull; if (true) then { _this = createVehicle ["Mass_grave_DZ", [16913.822, 18357.109, 8.392334e-005], [], 0, "CAN_COLLIDE"]; _vehicle_78 = _this; _this setPos [16913.822, 18357.109, 8.392334e-005]; }; _vehicle_79 = objNull; if (true) then { _this = createVehicle ["Mass_grave_DZ", [16596.334, 18168.525, -0.040766586], [], 0, "CAN_COLLIDE"]; _vehicle_79 = _this; _this setPos [16596.334, 18168.525, -0.040766586]; }; _vehicle_80 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16479.734, 18462.859, -1.6249659], [], 0, "CAN_COLLIDE"]; _vehicle_80 = _this; _this setDir -52.26844; _this setPos [16479.734, 18462.859, -1.6249659]; }; _vehicle_82 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16458.148, 18497.936, -1.0649161], [], 0, "CAN_COLLIDE"]; _vehicle_82 = _this; _this setDir -143.55452; _this setPos [16458.148, 18497.936, -1.0649161]; }; _vehicle_84 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16455.037, 18500.186, -1.0482186], [], 0, "CAN_COLLIDE"]; _vehicle_84 = _this; _this setDir 36.270241; _this setPos [16455.037, 18500.186, -1.0482186]; }; _vehicle_86 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16410.52, 18534.021, -2.0005269], [], 0, "CAN_COLLIDE"]; _vehicle_86 = _this; _this setDir -141.97845; _this setPos [16410.52, 18534.021, -2.0005269]; }; _vehicle_88 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16360.934, 18523.355, -1.6165539], [], 0, "CAN_COLLIDE"]; _vehicle_88 = _this; _this setDir -52.26844; _this setPos [16360.934, 18523.355, -1.6165539]; }; _vehicle_90 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16268.175, 18405.648, -1.5296996], [], 0, "CAN_COLLIDE"]; _vehicle_90 = _this; _this setDir -143.5472; _this setPos [16268.175, 18405.648, -1.5296996]; }; _vehicle_92 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16305.002, 18365.184, -1.4424418], [], 0, "CAN_COLLIDE"]; _vehicle_92 = _this; _this setDir -145.30392; _this setPos [16305.002, 18365.184, -1.4424418]; }; _vehicle_94 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16309.434, 18362.055, -1.5138052], [], 0, "CAN_COLLIDE"]; _vehicle_94 = _this; _this setDir -143.87102; _this setPos [16309.434, 18362.055, -1.5138052]; }; _vehicle_96 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16313.748, 18359.037, -1.5791589], [], 0, "CAN_COLLIDE"]; _vehicle_96 = _this; _this setDir 34.015499; _this setPos [16313.748, 18359.037, -1.5791589]; }; _vehicle_98 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16318.121, 18355.979, -1.5556897], [], 0, "CAN_COLLIDE"]; _vehicle_98 = _this; _this setDir -144.7713; _this setPos [16318.121, 18355.979, -1.5556897]; }; _vehicle_100 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16337.374, 18343.67, -2.2069006], [], 0, "CAN_COLLIDE"]; _vehicle_100 = _this; _this setDir 36.769337; _this setPos [16337.374, 18343.67, -2.2069006]; }; _vehicle_102 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16498.375, 18188.426, -2.2939243], [], 0, "CAN_COLLIDE"]; _vehicle_102 = _this; _this setDir -139.80826; _this setPos [16498.375, 18188.426, -2.2939243]; }; _vehicle_104 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16603.363, 18126.57, -2.196039], [], 0, "CAN_COLLIDE"]; _vehicle_104 = _this; _this setDir -52.26844; _this setPos [16603.363, 18126.57, -2.196039]; }; _vehicle_106 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16645.383, 18183.943, -2.2467017], [], 0, "CAN_COLLIDE"]; _vehicle_106 = _this; _this setDir -52.26844; _this setPos [16645.383, 18183.943, -2.2467017]; }; _vehicle_108 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16569.113, 18318.564, -2.2466059], [], 0, "CAN_COLLIDE"]; _vehicle_108 = _this; _this setDir -141.86714; _this setPos [16569.113, 18318.564, -2.2466059]; }; _vehicle_110 = objNull; if (true) then { _this = createVehicle ["CinderWall_DZ", [16512.154, 18401.951, -2.3667459], [], 0, "CAN_COLLIDE"]; _vehicle_110 = _this; _this setDir -139.69809; _this setPos [16512.154, 18401.951, -2.3667459]; }; _vehicle_147 = objNull; if (true) then { _this = createVehicle ["Sandbag1_DZ", [16627.982, 18207.711, 19.324511], [], 0, "CAN_COLLIDE"]; _vehicle_147 = _this; _this setDir 38.74258; _this setPos [16627.982, 18207.711, 19.324511]; }; _vehicle_150 = objNull; if (true) then { _this = createVehicle ["Sandbag1_DZ", [16628.037, 18205.703, 19.30271], [], 0, "CAN_COLLIDE"]; _vehicle_150 = _this; _this setDir 129.86537; _this setPos [16628.037, 18205.703, 19.30271]; }; _vehicle_152 = objNull; if (true) then { _this = createVehicle ["Sandbag1_DZ", [16607.932, 18284.719, 20.314699], [], 0, "CAN_COLLIDE"]; _vehicle_152 = _this; _this setDir 39.997604; _this setPos [16607.932, 18284.719, 20.314699]; }; _vehicle_154 = objNull; if (true) then { _this = createVehicle ["Sandbag1_DZ", [16605.73, 18284.762, 20.388382], [], 0, "CAN_COLLIDE"]; _vehicle_154 = _this; _this setDir -48.911621; _this setPos [16605.73, 18284.762, 20.388382]; }; _vehicle_156 = objNull; if (true) then { _this = createVehicle ["Sandbag1_DZ", [16608.42, 18282.721, 20.3678], [], 0, "CAN_COLLIDE"]; _vehicle_156 = _this; _this setDir 127.45902; _this setPos [16608.42, 18282.721, 20.3678]; }; }; Save and close it
     
    -6 : copy and paste this first block code into your Camp_LS_Box.sqf
    if (isServer) then { _vehicle_999999 = objNull; if (true) then { _this = createVehicle ["TKVehicleBox_EP1", [16434.813,18326.1,4.5776367e-005], [], 0, "CAN_COLLIDE"]; _vehicle_999999 = _this; _this setDir 20; _vehicle_999999 setVariable ["ObjectID","1",true]; _vehicle_999999 setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addMagazineCargoGlobal ["ItemBriefcase100oz",10]; }; }; Save and close it
     
    -7: copy and paste this first block code into your Camp_LS_Box2.sqf
    if (isServer) then { _vehicle_999999 = objNull; if (true) then { _this = createVehicle ["TKVehicleBox_EP1", [16403.51,18310.725,-0.00012207031], [], 0, "CAN_COLLIDE"]; _vehicle_999999 = _this; _this setDir 20; _vehicle_999999 setVariable ["ObjectID","1",true]; _vehicle_999999 setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addMagazineCargoGlobal ["ItemBriefcase100oz",10]; }; }; Save and close it
     
     
    -8 : Open your server/system/server_monitor.sqf and copy and paste those call right after // Custom Config on the top of the file:
    // Map custom call compile preprocessFileLineNumbers "\z\addons\dayz_server\map_updates\Camp_LS.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_server\map_updates\Camp_LS_Box.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_server\map_updates\Camp_LS_Box2.sqf"; Save and close it.
     
    Repack your server.pbo and update your server.
     
    You are ready to go.
    Have fun
  23. Like
    Rotzloch reacted to Zupa in [Release] Arma & Overpoch Clothing 3.0 Updated.   
    Hi guys,
     
    I decided to make my Overpoch Skin chaning public. ( Screenshots on bottom)
     
    UPDATED to 3.0 ( CLEAN AND EFFECTIVE)
     
    Uses my defines from all my mods now.
     

     
    I release a version for Epoch and Overpoch.
     
    The scripts let u right click a clothing and give u a dialog to choose serveral linked skins to that specific skin. It shows you every possible skin you can have with your current inventory. No more trader needed. Make it harder to find a skin! 
     
    You can change skin even when you are wearing a overwatch or arma skin!
     
    It also allows you to pickup skins!
     
    Screenshots:
     



     
     
    Download files:
     
    https://github.com/DevZupa/DayZEpochArmaOverpochClothing-
     
     
    MY switchmodel supports the following dscripts/fixes
     
    Correct Char Id after changing AI still shoot at you Coins transferred ( 2.0) Coins transferred (1.0)  
    Install Instructions
     
    OVERPOCH:
     
    1. Place the following under AllPlayers = ... in your custom "variables.sqf"
    Clothing1 = ["FR_Ohara_DZ","FR_Miles","FR_Cooper","FR_Rodriguez_DZ","FR_Sykes","FR_AC","FR_AR","FR_Assault_GL","FR_Assault_R","FR_Commander"]; Clothing2 = ["Soldier1_DZ","USMC_Soldier","USMC_Soldier2","USMC_SoldierM_Marksman","USMC_SoldierS","USMC_SoldierS_Sniper","USMC_Soldier_AA","USMC_Soldier_Pilot"]; Clothing3 = ["Ins_Soldier_GL_DZ","CDF_Soldier","CDF_Commander","CDF_Soldier_AR","CDF_Soldier_Crew","CDF_Soldier_Light","CDF_Soldier_Pilot"]; Clothing4 = ["GUE_Soldier_Crew_DZ","RU_Soldier","RU_Soldier_Crew","RU_Soldier_Light","RU_Soldier_Pilot","RUS_Commander","RUS_Soldier1","MVD_Soldier_Sniper"]; Clothing5 = ["Graves_Light_DZ","Drake","Graves","Herrera","Pierce","US_Delta_Force_Assault_EP1","US_Soldier_AR_EP1","US_Soldier_AT_EP1","US_Soldier_MG_EP1","US_Pilot_Light_EP1","US_Soldier_SL_EP1"]; Clothing6 = ["CZ_Special_Forces_GL_DES_EP1_DZ","CZ_Soldier_AT_DES_EP1","CZ_Soldier_Light_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_TL_DES_EP1"]; Clothing7 = ["Bandit2_DZ","MVD_Soldier_Sniper","GER_Soldier_EP1","GER_Soldier_MG_EP1","GER_Soldier_TL_EP1"]; Clothing8 = ["Soldier_Bodyguard_AA12_PMC_DZ","CIV_Contractor2_BAF","BAF_crewman_DDPM","BAF_Soldier_FAC_DDPM","BAF_Soldier_N_DDPM","BAF_Soldier_Marksman_DDPM","BAF_Soldier_Officer_DDPM","BAF_Soldier_L_DDPM"]; Clothing9 = ["TK_INS_Soldier_EP1_DZ","TK_Commander_EP1","TK_Soldier_Crew_EP1","TK_Soldier_MG_EP1","TK_Special_Forces_MG_EP1","TK_INS_Bonesetter_EP1"]; Clothing10 = ["Survivor2_DZ"]; Clothing11 = ["FR_Rodriguez_DZ","FR_Corpsman","FR_GL","FR_Light","FR_Marksman","FR_R","FR_Sapper","FR_TL","Mercenary_Default20b","Mercenary_Default20c","Mercenary_Default20d"]; // Abit of Overpoch in here // Overwatch //Hero Clothing12 = ["Drake_Light_DZ","arma1_us_soldier_sabass","arma1_us_soldier_sabmark","arma1_us_soldier_sabot","frb_tl","frb_tl_mask","frb_gl","frb_gl_mask","frb_mg","frb_mg_mask","frb_mark","frb_mark_mask","frb_stealth_tl","frb_stealth_rifleman","frb_stealth_sabot","frb_stealth_mark"]; Clothing13 = ["Soldier_Sniper_PMC_DZ","SBH_Alpha_Soldier1","SBH_Alpha_Soldier2","SBH_Alpha_Soldier3","SBH_Alpha_Soldier4","SBH_Alpha_Soldier5","SBH_Alpha_Soldier6","SBH_Alpha_Soldier7","SBH_Alpha_Soldier8","SBH_Alpha_Soldier9","SBH_Alpha_Soldier10","SBH_Alpha_Soldier11","SBH_Alpha_Soldier12"]; Clothing14 = ["CZ_Soldier_Sniper_EP1_DZ"]; Clothing15 = ["Camo1_DZ","US_Delta_Force_TL_EP1","US_Delta_Force_EP1","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_Marksman_EP1","US_Delta_Force_Air_Controller_EP1"]; Clothing16 = ["Rocket_DZ","SFSG_des_tl","SFSG_des_op","SFSG_des_ar","SFSG_des_med","SFSG_des_demo","SFSG_des_mrk","SFSG_des_jtac","SFSG_mtp_tl","SFSG_mtp_op","SFSG_mtp_ar","SFSG_mtp_med","SFSG_mtp_demo","SFSG_mtp_mrk","SFSG_mtp_jtac","SFSG_wdl_tl","SFSG_wdl_op","SFSG_wdl_ar","SFSG_wdl_med","SFSG_wdl_demo","SFSG_wdl_mrk","SFSG_wdl_jtac","SFSG_mtpw_tl","SFSG_mtpw_op","SFSG_mtpw_ar","SFSG_mtpw_med","SFSG_mtpw_demo","SFSG_mtpw_mrk","SFSG_mtpw_jtac"]; Clothing17 = ["Sniper1_DZ","Navy_SEAL_TL","Navy_SEAL_GL","Navy_SEAL_MG","Navy_SEAL_AT","Navy_SEAL_Medic","Navy_SEAL_Marksman","Navy_SEAL_diver","Navy_SEAL_diver_medic","Navy_SEAL_diver_land","Navy_SEAL_AC","Navy_SEAL_ACa","Navy_SEAL_ACb","Navy_SEAL_Shotgun","Navy_SEAL_Sabot","Navy_SEAL_SD"]; Clothing18 = ["Soldier_TL_PMC_DZ","G_WDL_Mercenary_Default0","G_WDL_Mercenary_Default1","G_WDL_Mercenary_Default2","G_WDL_Mercenary_Default3","G_WDL_Mercenary_Default4","G_WDL_Mercenary_Default5","G_WDL_Mercenary_Default6","G_WDL_Mercenary_Default7","G_WDL_Mercenary_Default8","G_WDL_Mercenary_Default9","G_WDL_Mercenary_Default10","G_WDL_Mercenary_Default11","G_WDL_Mercenary_Default12","G_WDL_Mercenary_Default13","G_WDL_Mercenary_Default14","G_WDL_Mercenary_Default15","G_WDL_Mercenary_Default16"]; Clothing19 = ["GUE_Soldier_Sniper_DZ","UKSF_des_tl","UKSF_des_op","UKSF_des_ar","UKSF_des_med","UKSF_des_demo","UKSF_des_mrk","UKSF_des_jtac","UKSF_wdl_tl","UKSF_wdl_op","UKSF_wdl_ar","UKSF_wdl_med","UKSF_wdl_demo","UKSF_wdl_mrk","UKSF_wdl_jtac","UKSF_des_tl_l","UKSF_des_op_l","UKSF_des_ar_l","UKSF_des_med_l","UKSF_des_demo_l","UKSF_des_mrk_l","UKSF_des_jtac_l","UKSF_wdl_tl_l","UKSF_wdl_op_l","UKSF_wdl_ar_l","UKSF_wdl_med_l","UKSF_wdl_demo_l","UKSF_wdl_mrk_l","UKSF_wdl_jtac_l"]; Clothing20 = ["TK_INS_Warlord_EP1_DZ","gsc_military_helmet_wdl","gsc_military_helmet_wdl_AT","gsc_military_helmet_grey_AT","gsc_military_helmet_wdlSNP","gsc_military_helmet_greySNP","gsc_military_helmet_grey","gsc_military_head_grey","gsc_military_head_greySNP","gsc_military_head_wdlSNP","gsc_military_head_wdl","gsc_military_head_wdl_AT","gsc_military_head_grey_AT","gsc_scientist1","gsc_scientist1_head","gsc_scientist2","gsc_scientist2_head","gsc_eco_stalker_mask_fred","gsc_eco_stalker_head_fred","gsc_eco_stalker_mask_camo","gsc_eco_stalker_head_camo1","gsc_cloth_loner_head","gsc_eco_stalker_mask_duty","gsc_eco_stalker_head_duty","gsc_eco_stalker_mask_neutral","gsc_eco_stalker_head_neutral","nof_fsk_tl","nof_fsk_marksman","nof_fsk_grenadier","nof_fsk_heavy","nof_fsk_corpsman","MVD_Soldier"]; //Bandit Clothing21 = ["Bandit1_DZ","Winter_SOF_Sabot","Winter_SOF_MG","Winter_SOF_TL","Winter_SOF_Medic","Winter_SOF_Marksman","Winter_SOF_GL","Winter_SOF_AT","Winter_SOF_AC","Winter_SOF_DA1","Winter_SOF_DA1a","Winter_SOF_DA1b","Winter_SOF_DA1c","Winter_OPFOR1","Winter_OPFOR2","Winter_OPFOR3","Winter_OPFOR4","Winter_OPFOR5","Winter_OPFOR6","Winter_OPFOR7","Winter_OPFOR8","Winter_OPFOR9","Winter_OPFOR10","EWinter_OPFOR1","EWinter_OPFOR2","EWinter_OPFOR3","EWinter_OPFOR4","EWinter_OPFOR5","EWinter_OPFOR6","EWinter_OPFOR7","EWinter_OPFOR8","EWinter_OPFOR9","EWinter_OPFOR10"]; Clothing22 = ["Bandit2_DZ","Gangsta_merc1","Gangsta_merc2","Gangsta_merc3","Gangsta_merc4","Gangsta_merc5","Gangsta_merc6","Gangsta_merc7","Gangsta_merc8","Gangsta_merc9","Gangsta_merc10","EGangsta_merc1","EGangsta_merc2","EGangsta_merc3","EGangsta_merc4","EGangsta_merc5","EGangsta_merc6","EGangsta_merc7","EGangsta_merc8","EGangsta_merc9","EGangsta_merc10","Taliban1","Taliban2","Taliban3","Taliban4","Taliban5","Taliban6","Taliban7","Taliban8","Taliban9","Taliban10","Taliban11","Taliban12","ETaliban1","ETaliban2","ETaliban3","ETaliban4","ETaliban5","ETaliban6","ETaliban7","ETaliban8","ETaliban9","ETaliban10","ETaliban11","ETaliban12","Terrorist1","Terrorist2","Terrorist3","Terrorist4","Terrorist5","Terrorist6","Terrorist7","Terrorist8","Terrorist9","Terrorist10","Terrorist11","Terrorist12","ETerrorist1","ETerrorist2","ETerrorist3","ETerrorist4","ETerrorist5","ETerrorist6","ETerrorist7","ETerrorist8","ETerrorist9","ETerrorist10","ETerrorist11","ETerrorist12"]; Clothing23 = ["BanditW1_DZ"]; // DIrty Women Clothing24 = ["BanditW2_DZ"]; // DIrty Women Clothing25 = ["GUE_Commander_DZ","US_Army_Soldier_Light","US_Army_Soldier_GL","US_Army_Soldier2","US_Army_Soldier_Officer","US_Army_Soldier_SL","US_Army_Soldier_TL","US_Army_Soldier_LAT","US_Army_Soldier_AT","US_Army_Soldier_HAT","US_Army_Soldier_AA","US_Army_Soldier_Medic","US_Army_Soldier_AR","US_Army_Soldier_MG","US_Army_SoldierS_SniperH","US_Army_SoldierM_Marksman","US_Army_SoldierS"]; Clothing26 = ["GUE_Soldier_2_DZ","Desert_SOF_TL","Desert_SOF_GL","Desert_SOF_MG","Desert_SOF_AT","Desert_SOF_Medic","Desert_SOF_Marksman","Desert_SOF_AC","Desert_SOF_Shotgun","Desert_SOF_Sabot","Desert_SOF_DA1","Desert_SOF_DA1a","Desert_SOF_DA1b","Desert_SOF_DA2","WDL_Mercenary_Default0","WDL_Mercenary_Default1","WDL_Mercenary_Default2","WDL_Mercenary_Default3","WDL_Mercenary_Default4","WDL_Mercenary_Default5","WDL_Mercenary_Default5a","G_WDL_Mercenary_Default5a","WDL_Mercenary_Default6","WDL_Mercenary_Default7","WDL_Mercenary_Default8","WDL_Mercenary_Default9","WDL_Mercenary_Default10","WDL_Mercenary_Default11","WDL_Mercenary_Default12","WDL_Mercenary_Default13","WDL_Mercenary_Default14","WDL_Mercenary_Default15","WDL_Mercenary_Default16"]; Clothing27 = ["GUE_Soldier_CO_DZ","G_Mercenary_Default9a","G_Mercenary_Default9b","Mercenary_Default10","Mercenary_Default11","Mercenary_Default12","Mercenary_Default13","Mercenary_Default14","Mercenary_Default15","Mercenary_Default16","Mercenary_Default17","Mercenary_Default18","Mercenary_Default19","Mercenary_Default19a","G_Mercenary_Default19a","Mercenary_Default20","Mercenary_Default22","Mercenary_Default23","Mercenary_Default24","Mercenary_Default25","Mercenary_Default26","Mercenary_Default27","Mercenary_Default28","G_Mercenary_Default0","G_Mercenary_Default1","G_Mercenary_Default2","G_Mercenary_Default3","G_Mercenary_Default4","G_Mercenary_Default5","G_Mercenary_Default6","G_Mercenary_Default7","G_Mercenary_Default8","G_Mercenary_Default9","G_Mercenary_Default10","G_Mercenary_Default11","G_Mercenary_Default12","G_Mercenary_Default13","G_Mercenary_Default14","G_Mercenary_Default15","G_Mercenary_Default16","G_Mercenary_Default17","G_Mercenary_Default18","G_Mercenary_Default19","G_Mercenary_Default20","G_Mercenary_Default20b","G_Mercenary_Default21","G_Mercenary_Default22","G_Mercenary_Default23","G_Mercenary_Default24","G_Mercenary_Default25","G_Mercenary_Default26","G_Mercenary_Default27","G_Mercenary_Default28"]; AllPlayers = AllPlayers + Clothing1 + Clothing2 + Clothing3 + Clothing4 + Clothing5 + Clothing6 + Clothing7 + Clothing8 + Clothing9 + Clothing10 + Clothing11  + Clothing12  + Clothing13  + Clothing14  + Clothing15  + Clothing16  + Clothing17  + Clothing18  + Clothing19 + Clothing20 + Clothing21+ Clothing22+ Clothing23+ Clothing24+ Clothing25+ Clothing26+ Clothing27 ;   2. Put the following on the bottom of your "description.sqf 
     
    ONLY ADD THIS DEFINES IF YOU DO NOT USE A DEFINES FROM my other mods ( = the same)
    #include "zupa\skins\defines.hpp" #include "zupa\skins\SkinGui.hpp" 3. In your compiles.sqf place after
    if (!isDedicated) then { The following
    FillSkinList = compile preprocessFileLineNumbers "zupa\skins\getList.sqf"; ApplySkinList = compile preprocessFileLineNumbers "zupa\skins\changeClothes.sqf"; player_wearClothes = compile preprocessFileLineNumbers "zupa\skins\player_wearClothes.sqf";  player_switchModel = compile preprocessFileLineNumbers "zupa\skins\player_switchModel.sqf"; And comment out the normal player_wearclothes and player_switchModel
    // player_wearClothes = .. // player_switchModel = .. 4. Look for the following fn_selfactions.sqf 
    // logic vars _player_cook = false; _player_boil = false; Add the following right above the previous lines
    //Remove CLOTHES if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then { if (s_clothes < 0) then { s_clothes = player addAction [("" + ("Take Clothes") + ""), "zupa\skins\removeclothes.sqf",cursorTarget, 1, false, true, "",""]; }; } else { player removeAction s_clothes; s_clothes = -1; }; Now look in your selfactions for the following lines on the bottom:
    player removeAction s_player_fillfuel; s_player_fillfuel = -1; player removeAction s_player_studybody; s_player_studybody = -1; And add the following under those lines
    //remove clothes player removeAction s_clothes; s_clothes = -1; 5. Now drop the files from the zip files in your missions pbo.
     
    6.  You might have some Antihack troubles, more updates on that later.
    add "s_clothes" to your AHconfig 7. Add the follwoing to AH CMenu list:
    "MenClothing" and as number
    20001 Epoch
     
    Only the first is different:
     
    1. Place the following under AllPlayers = ... in your custom "variables.sqf"
    // Arma 2 Clothing1 = ["FR_Ohara_DZ","FR_Miles","FR_Cooper","FR_Rodriguez_DZ","FR_Sykes","FR_AC","FR_AR","FR_Assault_GL","FR_Assault_R","FR_Commander"]; Clothing2 = ["Soldier1_DZ","USMC_Soldier","USMC_Soldier2","USMC_SoldierM_Marksman","USMC_SoldierS","USMC_SoldierS_Sniper","USMC_Soldier_AA","USMC_Soldier_Pilot"]; Clothing3 = ["Ins_Soldier_GL_DZ","CDF_Soldier","CDF_Commander","CDF_Soldier_AR","CDF_Soldier_Crew","CDF_Soldier_Light","CDF_Soldier_Pilot"]; Clothing4 = ["GUE_Soldier_Crew_DZ","RU_Soldier","RU_Soldier_Crew","RU_Soldier_Light","RU_Soldier_Pilot","RUS_Commander","RUS_Soldier1","MVD_Soldier_Sniper"]; Clothing5 = ["Graves_Light_DZ","Drake","Graves","Herrera","Pierce","US_Delta_Force_Assault_EP1","US_Soldier_AR_EP1","US_Soldier_AT_EP1","US_Soldier_MG_EP1","US_Pilot_Light_EP1","US_Soldier_SL_EP1"]; Clothing6 = ["CZ_Special_Forces_GL_DES_EP1_DZ","CZ_Soldier_AT_DES_EP1","CZ_Soldier_Light_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_TL_DES_EP1"]; Clothing7 = ["Bandit2_DZ","MVD_Soldier_Sniper","GER_Soldier_EP1","GER_Soldier_MG_EP1","ER_Soldier_TL_EP1"]; Clothing8 = ["Soldier_Bodyguard_AA12_PMC_DZ","CIV_Contractor2_BAF","BAF_crewman_DDPM","BAF_Soldier_FAC_DDPM","BAF_Soldier_N_DDPM","BAF_Soldier_Marksman_DDPM","BAF_Soldier_Officer_DDPM","BAF_Soldier_L_DDPM"]; Clothing9 = ["TK_INS_Soldier_EP1_DZ","TK_Commander_EP1","TK_Soldier_Crew_EP1","TK_Soldier_MG_EP1","TK_Special_Forces_MG_EP1","TK_INS_Bonesetter_EP1"]; Clothing10 = ["Survivor2_DZ"]; Clothing11 = ["FR_Rodriguez_DZ","FR_Corpsman","FR_GL","FR_Light","FR_Marksman","FR_R","FR_Sapper","FR_TL"]; // Overwatch //Hero Clothing12 = ["Drake_Light_DZ"]; Clothing13 = ["Soldier_Sniper_PMC_DZ"]; Clothing14 = ["CZ_Soldier_Sniper_EP1_DZ"]; Clothing15 = ["Camo1_DZ"]; Clothing16 = ["Rocket_DZ"]; Clothing17 = ["Sniper1_DZ"]; Clothing18 = ["Soldier_TL_PMC_DZ"]; Clothing19 = ["GUE_Soldier_Sniper_DZ"]; Clothing20 = ["TK_INS_Warlord_EP1_DZ"]; //Bandit Clothing21 = ["Bandit1_DZ"]; Clothing22 = ["Bandit2_DZ"]; Clothing23 = ["BanditW1_DZ"]; Clothing24 = ["BanditW2_DZ"]; Clothing25 = ["GUE_Commander_DZ"]; Clothing26 = ["GUE_Soldier_2_DZ"]; Clothing27 = ["GUE_Soldier_CO_DZ"]; AllPlayers = AllPlayers + Clothing1 + Clothing2 + Clothing3 + Clothing4 + Clothing5 + Clothing6 + Clothing7 + Clothing8 + Clothing9 + Clothing10 + Clothing11 + Clothing12 + Clothing13 + Clothing14 + Clothing15 + Clothing16 + Clothing17 + Clothing18 + Clothing19 + Clothing20 + Clothing21+ Clothing22+ Clothing23+ Clothing24+ Clothing25+ Clothing26+ Clothing27 ; Follow Overpoch 2 and so on
     
    Zupa.
  24. Like
    Rotzloch reacted to Zupa in The Best Skin trader for Overpochin?   
    i recommend my own ^^
     

     
    Configurable in variables.sqf ( add extra skins to the lists) Set ammount of skins linked to an excisting one Once right clickt to wear it gives a list which clothing that item cotains. Tradeable at normal trader Can change clothing (always) also when already wearing a special skin. More modern layout  Take skin from body ( included) to be compatible with ALL the skins)
  25. Like
    Rotzloch got a reaction from ReDBaroN in [How To] Setup A DayZ Epoch server (out of date) being revised!   
    Thanks for this Tutorial,
    but there is something missing.
    You have a link to "Visual C++ Redistributable Packages for Visual Studio 2013" but you need also "Visual C++ Redistributable Packages for Visual Studio 2010".
    I have setup our Server completly new and this was missing after all your information. 
    Perhaps you can add this also, that new Admins have no Problems with "Missing msvcr100.dll" Message.
     
    Kind Regards
    Rotzloch
     
     
    Edit:
    I have packed following Files to one 7z File:
    Visual C++ Redistributable Packages for Visual Studio 2010 Visual C++ Redistributable Packages for Visual Studio 2013 .Net Framework 4 Steam Xampp uTorrent Notepad++ HeidiSQL DayZCommander PBOManager Here is the Link: https://mega.co.nz/#!uc9E0SgK!pZxZflTVTSs2jgYuBM6tUmBsYksAC4DtUeitSgmRfTU
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