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Taszi

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Posts posted by Taszi

  1. I'm trying to implement this on a Vilayer server and I am encountering an error. The vehicles kill the rider. I did edit the variables.sqf and re-upload the dayz_code.pbo but the Vilayer server eats that and replaces it with the original. Any help would be great.

     

    EDIT:

    I have tried to upload variables.sqf separately and place it in a mission folder and edit init.sqf to point to it. This resulted in a black and white screen with no character model and all the status indicators not working. 

     

     

    Hello, try add the DZE_safeVehicle   variable to your ini.sqf in your mission folder. 

     

    Like

    DZE_safeVehicle  = ["ParachuteWest","ParachuteC","Old_bike_TK_INS_EP1","TT650_TK_EP1","CSJ_GyroC","An2_1_TK_CIV_EP1","AH6X_DZ"];

     

    Make sure, the classnames match to your deployable vehicles.

  2. Note - on our server we have the PlayerUID being added to the Object_DATA.CharacterID field...

     

    Hello, 

     

    How did you set the Object_DATA contains Player UID? is it done in the server_pbo? And refreshing the playeruid when someone operate with the object. I mean if the lastupdated is changes, will refresh the playeruid in database as well?

  3.  

    I also distinguish bots wearing different skins. For example, if you come to a Civil Chopper mission where a bunch of farmers are running around with guns, you are actually killing innocent people and so you will gain -50 humanity. For killing bots wearing a military uniform you gain +50 humanity.

    This helps folks on my server maintain Hero/Bandit status without any PvP involved.

    The check is added in WAI\compiled\ai_killed.sqf by checking on unit object _type (skin)

     

    Thank you shurix, this Idea is very good! I like it so mutch. Yesterday I did implement on my server, a bit modified way. I have 3 different skin type, Bandit, Hero, Soldiers, Bandits give + humanity, Heroes decreases humanity, Soldiers are neutral, if the player stand in positive give humanity, else decrease it. 

     

    AIconfig.sqf

    waiSkinType = [ "B","H","S","S"];
    
    /// Skins used when "Bandit"  ///
    bandit_skin = [
    "Bandit1_DZ","Bandit2_DZ","BanditW1_DZ","BanditW2_DZ","GUE_Soldier_MG_DZ ","GUE_Soldier_Sniper_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ"
    ];
    /// Skins used when "GoodGuy" ///
    goodguy_skin = [
    "RU_Policeman_DZ","Pilot_EP1_DZ","Haris_Press_EP1_DZ",
    "Functionary1_EP1_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ",
    "Rocker4_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Soldier_Sniper_PMC_DZ",
    "Villager1","Villager2","SurvivorW2_DZ","SurvivorW3_DZ",
    "SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ",
    "SurvivorWpink_DZ","gsc_scientist1","Assistant"
    ];
    /// Skins used when "Soldiers" ///
    soldiers_skin = [
    "Rocket_DZ","Soldier1_DZ",
    "Sniper1_DZ","CZ_Soldier_Sniper_EP1_DZ",
    "Camo1_DZ","FR_OHara_DZ","FR_Rodriguez_DZ",
    "Graves_Light_DZ","CZ_Special_Forces_GL_DES_EP1_DZ"
    ];
    

    SpawnGroup.sqf,SpawnStatic.sqf, heli_para.sqf: 

    	_aiskin = _skin;
    	if (_skin == "") then {
    		_aiskin = ai_skin call BIS_fnc_selectRandom;
    	};
    	if (_skin == "B") then {
    		_aiskin = bandit_skin call BIS_fnc_selectRandom;
    	};
    	if (_skin == "H") then {
    		_aiskin = goodguy_skin call BIS_fnc_selectRandom;
    	};
    	if (_skin == "S") then {
    		_aiskin = soldiers_skin call BIS_fnc_selectRandom;
    	};
    

    ai_killed.sqf:

    	if (ai_humanity_gain) then {
    		if (_aiskin in ["RU_Policeman_DZ","Pilot_EP1_DZ","Haris_Press_EP1_DZ","Functionary1_EP1_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","Soldier_Bodyguard_AA12_PMC_DZ",
    						"Soldier_Sniper_PMC_DZ","Villager1","Villager2","SurvivorW2_DZ","SurvivorW3_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ","SurvivorWpink_DZ","gsc_scientist1","Assistant"] ) then
    		{
    			diag_log format["WAI: Good Guy was killed, Humanity Lost %1",ai_add_humanity];
    			_player setVariable ["humanity",(_humanity - ai_add_humanity),true];
    		};
    		if (_aiskin in ["Bandit1_DZ","Bandit2_DZ","BanditW1_DZ","BanditW2_DZ","GUE_Soldier_MG_DZ ","GUE_Soldier_Sniper_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ",
    						"GUE_Commander_DZ","Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ"] ) then
    		{
    			diag_log format["WAI: Bad Guy was Killed, Humanity Added %1",ai_add_humanity];
    			_player setVariable ["humanity",(_humanity + ai_add_humanity),true];
    		};
    		if (_aiskin in ["Rocket_DZ","Soldier1_DZ","Sniper1_DZ","CZ_Soldier_Sniper_EP1_DZ","Camo1_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","Graves_Light_DZ","CZ_Special_Forces_GL_DES_EP1_DZ"] ) then
    		{
    			if (_humanity > 0) then {
    				diag_log format["WAI: Soldier was Killed by GoodGuy, Humanity Added %1",ai_add_humanity];
    				_player setVariable ["humanity",(_humanity + ai_add_humanity),true]; 
    			} else {
    				diag_log format["WAI: Soldier was Killed by BadGuy, Humanity Lost %1",ai_add_humanity];
    				_player setVariable ["humanity",(_humanity - ai_add_humanity),true]; 
    			};
    		};		
    	};
    

    Also have modified the missions like ( convoy.sqf)

    _WAImissionType = waiSkinType call BIS_fnc_selectRandom;
    
    //Troops
    _rndnum = round (random 5) + 4;
    [[(_position select 0) + 5,(_position select 1)  - 5,0],_rndnum,1,"Random",4,"",_WAImissionType,"Random",true] call spawn_group;
    _rndnum = round (random 5) + 4;
    [[(_position select 0) + 10,(_position select 1) - 10,0],_rndnum,1,"Random",4,"",_WAImissionType,"Random",true] call spawn_group;
    
    //Turrets
    [[[(_position select 0) + 5, (_position select 1) + 10, 0]],"M2StaticMG",0.8,_WAImissionType,1,2,"","Random",true] call spawn_static;
    [[[(_position select 0) - 5, (_position select 1) - 10, 0]],"M2StaticMG",0.8,_WAImissionType,1,2,"","Random",true] call spawn_static;
    [[[(_position select 0) - 5, (_position select 1) + 15, 0]],"SPG9_TK_INS_EP1",0.8,_WAImissionType,1,2,"","Random",true] call spawn_static;
    
    _missionMarkerName = "[" + _WAImissionType + "] Disabled Convoy ";
    [_position,_missionMarkerName] execVM "\z\addons\dayz_server\WAI\missions\compile\markers.sqf";
    switch (_WAImissionType) do {
    		case "B" : { [nil,nil,rTitleText,"An Ikea delivery has been hijacked by bandits, take over the convoy and the building supplies are yours!", "PLAIN",10] call RE; };
    		case "H" : { [nil,nil,rTitleText,"An Ikea delivery has been secured by heroes, take over the convoy and the building supplies are yours!", "PLAIN",10] call RE; };
    		case "S" : { [nil,nil,rTitleText,"An Ikea delivery has been escorted by soldiers, take over the convoy and the building supplies are yours!", "PLAIN",10] call RE; };
    };
    
    

    In this way the mission name on map has a sign , [H],  Bandit, Hero, Soldier mission.  

    Again thank you so mutch you sharing your code, 

  4. Can you tell me how to add a "gems" category to a trader?

    The Easyst was use the TraderConfigTool - what is provided by the Official Server  package. ( Php tool configure traders. )

     

    Or harder way, check your database look for : trader_tids -  add new line to like 

     

    INSERT INTO `trader_tids` (`id`, `name`, `trader`) VALUES (NULL, 'Gems', '168');

     

     trader means the ID of the trader from the Server_traders table. ( be the skin of the trader you could identify your traders. ) 

     

    After insert Check the traders_tids ID what have you created right now. 

     

    Then modify your server_traders.sqf in your mission folder:

    Like:

    // Neutral Building/Parts 168
    menu_Woodlander3 = [
    	[["Building Supplies",662],["Toolbelt Items",663],["Vehicle Parts",664],["Gems",704]],
    	[],
    	"neutral"
    ];
    

    menu_Woodlander3 means show trader menu if you looking a body which wear Woodlander3 skin. Even if an AI mission use this clothing.

     

    Repack your mission.pbo then now you have new category at the Woodlander3 trader, in this case.

  5. Yes you could use trade ruby for briefcases. Also you could add "Gems" category to trader. And trade Gems for Briefcase in normal trading. But be carefull, Veins drop Ruby as well, so your player could find a jackpot in a mine.

     

    On my server, AI missions drop Topaz, and 5 topaz could trade for Ruby. And for ruby you could get premium vehicles.

     

    Also ItemTopaz is used for Rearm vehicles at service point. And for Topaz you could buy m107 bullets at traders.

     

    I only use the trick of "_old" category names.

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