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WAE

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Posts posted by WAE

  1. Firstly, I am assuming that you are using phpmyadmin, if not, then I don't know and someone else will have to help you that knows the specific application that you are using.

     

    1. Login to PHPMyAdmin.

    2. Go into your database that you are using for your server. You should see all the tables and stuff created for the server.

    3. Click import at the top and browse for the sql file.

    4. Run it and it will change some of the tables/append to what's already there.

     

    Basically, you are just importing into your database from an SQL file, that's what they mean by "execute it against your database".

     

    Hope this helped!

  2. This is in your client files. All you need to do is go to your steam directory (on your PC, not the server) and go into @DayZ_Epoch\addons and inside the dayz_code.pbo there will be the variables. You just need to copy this to a folder in your mission and change that path.

     

    Although this works, I would recommend you just create a file called variables.sqf and leave it blank, then anything you need to do to that file, you just append onto the end of what's there. This way, when the game updates, you do not need to completely re-do your whole variables.sqf file. In your init.sqf it'd look a little like this if you did it this way:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
    call compile preprocessFileLineNumbers "custom\variables.sqf";
    

    But obviously replacing the custom folder with the name of yours.

     

    Hope this helped in any way, shape or form! :)

  3. Came back to this after working on a long school project, but with that over with, I can focus on this. I've managed to get it working by installing wamp and PHP 5.2.6. The only thing that doesn't execute when I tell it to start is the BEC.exe. Does this have something to do with the fact that the command line is hidden when executing in this script? It just doesn't want to execute .exe files. Paths are definitely correct, can't see what it could be. Any ideas?

     

    Also, when I open BEC manually, it can't find the arma2oaserver.exe and fails to connect, so I cannot use BEC with this tool. Any way you could add support for this please?

  4. Or you could use the script made by maca and have it so you can right click on your toolbox to prevent players from accidentally clicking on the option to construct a bike. It'd also look a lot neater and prevents your action menu from being constantly full of things to execute scripts. That's just if you're an OCD fucker like me :P

  5. In the wrong forum, should really be somewhere else, this is for scripting help, not making your server official. But either way, with all them custom mods installed, you are not going to be able to make it official because one of the requirements is that you have to have no extra mods installed, just a default vanilla install.

  6. There's a much easier way to do this using safezones WAE.

     

    Set a new variable in variables.sqf:

    inSafeZone = false;
    
    

    then in fn_selfActions.sqf set the variable:

    if (!inSafeZone) then {
    			_menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
    			s_player_repairActions set [count s_player_repairActions,_menu1];
    			};
    

    credits to maca for this.

     

    I know it's easier, just read the reply above yours that I posted to some other guy, I did it like I did because of a reason lol.

  7. why not just remove the option via selfAction if the player is in tradezone? most server have some sort of tradezone that sets a variable on the player when they enter a trade zone. In the selfAction just test if that variable is true and if it is, don't show the salvage option if that's what you want?

     

    A guy actually messaged me about this, basically, I made this script for my server and shared it. We all preferred to have the vehicle show up then tell the user they are not allowed to salvage from it otherwise we could probably end up having bug reports submitted saying that salvage doesn't work, there are dumb people like that in the world :D But yeah, you can change it if you want, just did it this way because this is how we preferred it.

     

     

    It was actually fun to read this , its  a nice script ,i will put it in my server , The DAYZ NECROPOLIS DEV. Team Says thanks!!

    http://www.speedtest.net/result/3444525156.png

     

     

    Thanks man! <3

  8. Hey guys, firstly, I would like to apologise for anything wrong in this thread. It's currently nearly 6am in the morning and I haven't slept :D Also, there's the fact that I haven't tested this much, so if you discover any bugs (not that there will be), let me know. If there is an easier way to do this too, like a variable in the init.sqf, pls be quiet, I didn't notice :P

     

    Basically, I've been playing on Epoch with some members of the community I am apart of, and we have seen many complaints of salvaging from vehicles while in trader zones in side chat. For our server, we would like to completely remove this and after tweaking the salvage vehicle script, I thought I'd release it here as a helping hand for other server admins/owners. Also, excuse me if this has already been done. I know it's simple, but I haven't actually searched that thoroughly on the forums, I did a quick search and didn't find anything, so I ended up here!

     

    Step 1) Download the two attached files and put them in the root of your mission file in a folder called custom.

     

    Step 2a) If you already have a custom compiles and fn_selfActions, skip this, otherwise, move onto 2b & 2c.

     

    Step 2b I) To create a custom fn_selfActions (which is what we need), you're going to need a custom compiles.sqf file. To do this, go to @DayZ_Epoch\addons and open dayz_code.pbo with any PBO software. For this example, I'm using PBO Manager.

     

    Step 2b II) Inside this PBO, extract the file located at this directory: init\compiles.sqf to the "custom" folder in your mission root directory.

     

    Step 2b III) In your init.sqf file, replace the following:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
    

    With:

    call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile regular functions
    

    You've now got a custom compiles.sqf

     

    Step 2c I) For a custom fn_selfActions.sqf, copy the file in the dayz_code PBO located at compile\fn_selfActions.sqf to the "custom" folder in your mission directory.

     

    Step 2c II) In your compiles.sqf that you recently just copied, change the following:

    fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf";		//Checks which actions for self
    

    To:

    fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf";		//Checks which actions for self
    

    You've now got a custom compiles and fn_selfActions.sqf

     

    After creating your custom files, it's time to get on with the actual script its self!

     

    Step 3) In your fn_selfActions.sqf, replace the following:

    _menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
    

    With:

    _menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "custom\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
    

    That code will be located somewhere around here:

    //Repairing Vehicles
    	if ((dayz_myCursorTarget != _cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage _cursorTarget < 1) and !_isDisallowRepair) then {
    		if (s_player_repair_crtl < 0) then {
    			dayz_myCursorTarget = _cursorTarget;
    			_menu = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_REPAIRV", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
    //			_menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
                _menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "custom\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
    			s_player_repairActions set [count s_player_repairActions,_menu];
    			s_player_repairActions set [count s_player_repairActions,_menu1];
    			s_player_repair_crtl = 1;
    		} else {
    			{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
    			s_player_repair_crtl = -1;
    		};
    	};
    

    I have commented out the old code in case I need to replace it, but yours should look similar to that.

     

    Step 4) [Optional] If you used a different folder name to the one I said to use, the following lines need to be updated with the new names:

     

    In salvage_vehicle.sqf:

    _handle = dayz_myCursorTarget addAction [_string, "custom\salvage.sqf",[_vehicle,_part,_x], 0, false, true, "",""];
    

    Replace that with whatever your folder name is.

     

    And you're done!

     

    Let me know what you think of this, I think it's quite handy and simple to do.

     

    DOWNLOAD:

     

    Salvage.sqf: http://www.mediafire.com/view/s8a3feya8d9g8ac/salvage.sqf

    Salvage_vehicle.sqf: http://www.mediafire.com/view/13xfk7sccovy32m/salvage_vehicle.sqf

     

    Sorry they are not github links, I have no clue how to use it :P

     

  9. After the above issues, I thought it through a little bit and decided, why not just use the Wasteland Group System. I think we have permission, because lots of other servers have just taken the mission file and stuck it up as their own name, and they also offer a download button on their website for their Wasteland Mission Files with no Terms or anything that you have to agree to, or no signs of having to ask for permission, so I think we're ready to go. I will make a tutorial on how to do this later in the Server Mods Corner section after me and our community have done some further testing to check for bugs, BattlEye kicks, etc.

  10. Hmm, very often replies I know, but I think I've found an issue. What if more than one player wants to tag as friendly, so if you are in a clan. You'd end up having one person who can't see the other out of the three. Because you can't be in more than one group on Arma 2 at the same time, it'd be an issue because then players would have to go through some awkward system to add to a group. I'm thinking, maybe I might make a menu similar to Wasteland using a hpp file and just have the group managing system on it. Gonna have to think about this one.

  11. Looking good, I'd look foward to something like this!

     

    Try fn_damageactions.sqf

     

    Thanks! Found the action for Tag as Friendly here. Now we've just got to find which variable to place there. Hmmmm

    } else {
    	
    		// should only fire if cursor target is man and not vehicle
    		if ((isPlayer _unit) and !(_charID in _friendlies)) then {
    			r_action = true;
    			_action = _unit addAction ["Tag as friendly", "\z\addons\dayz_code\actions\player_tagFriendly.sqf", [], 0, false, true, "", ""];
    			r_player_actions set [count r_player_actions,_action];
    		};
    		
    	};
    
  12. So I'm getting closer (I think). I found the tag as friendly script in dayz_code, and also found this line:

    [player] join (group _inviter);
    

    I found it in a wasteland mission. I'm thinking, since _inviter is a variable which is the value of the player's UID, all we've got to do is find the variable which is used in the tag as friendly script and replace it with that. The file is here:

     

    player_tagFriendly.sqf

    private["_target", "_caller", "_callerID", "_targetID", "_friendlies", "_rfriendlies"];
    _target = _this select 0;
    _caller = _this select 1;
    
    call fnc_usec_medic_removeActions;
    r_action = false;
    
    _callerID = _caller getVariable "CharacterID";
    _targetID = _target getVariable "CharacterID";
    
    _friendlies = _caller getVariable ["friendlies", []];
    _friendlies set [count _friendlies, _targetID];
    _caller setVariable ["friendlies", _friendlies, true];
    
    _rfriendlies = _target getVariable ["friendlies", []];
    
    if !(_callerID in _rfriendlies) then {
    	titleText [(localize "STR_EPOCH_ACTIONS_8"), "PLAIN DOWN"]; //To Caller
    	/* PVS/PVC - Skaronator */
    	PVDZE_send = [_target,"tagFriendly",[_target]]; //To Target
    	publicVariableServer "PVDZE_send";
    };
    
    

    I think the variable that we've got to replace it with is either _callerID or _targetID. There has to be another file though because where would the action be located to add as friendly. I looked in fn_selfActions.sqf and couldn't locate it. So close, I don't want to give up!

  13. It isn't quite clear what you want. If you mean maintenance being removed and parts being made indestructible, then click

     

    Otherwise, if you mean you want plotpoles disabled completely, then add this to your init.sqf

    DZE_requireplot = 0
    
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