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ilikepizza

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  1. Like
    ilikepizza got a reaction from Mikeeeyy in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  2. Like
    ilikepizza got a reaction from DamianL in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  3. Like
    ilikepizza got a reaction from Jkrohn1 in [Release] Radio Communication Script v1.3.1   
    No.Only for 3D and the 2D GUI at the left side.
  4. Like
    ilikepizza got a reaction from cring0 in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  5. Like
    ilikepizza got a reaction from speaR in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  6. Like
    ilikepizza got a reaction from Deathcall in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  7. Like
    ilikepizza got a reaction from F507DMT in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  8. Like
    ilikepizza got a reaction from MatthewK in [Release] Radio Communication Script v1.3.1   
    Dependant on which update setting you have for 3D (realtime (by default) or interval), you need to change a line in "RC\src\update3DNamesRT.sqf" (for realtime, line 30) or "RC\src\update3DNames.sqf" (for interval, line 38):
    _size = (1-(floor(_distance/5)*0.1)) max RC_3DNameSizeMin; Change it to a static value between 0.3 and 1. You can't really read text below 0.3. Example:
    _size = 0.3; But you will soon change it back, since you don't have a clue how far your friend is away, if you set it to a fixed size. You can play with this value a bit to find a function you like, if you know your way around math.
    Again, dependant on which update setting you have for 3D (realtime (by default) or interval), you need to change a line in "RC\src\update3DNamesRT.sqf" (for realtime, line 29) or "RC\src\update3DNames.sqf" (for interval, line 37):
    if (RC_3DRadius > _distance) then { change it to
    if (RC_3DRadius > _distance && _distance > 30) then { The 30 are your 30m limitation mentioned.
     
     
    In "checkCondition.sqf" after line 18
    if (_hasRadio) then { change it to
    if (_hasRadio) then { player call RC_fnc_addRCUnit; In DayZ it is important to know where you are and also find your way around a map or gps. This is a skill which needs to be learned and makes you a better player. Maybe when carrying a GPS I would show also a player icon for yourself on the map, since you have it on your GPS then.
  9. Like
    ilikepizza got a reaction from david in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  10. Like
    ilikepizza got a reaction from raymix in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  11. Like
    ilikepizza got a reaction from Jokaru in [Release] Radio Communication Script v1.3.1   
    I will translate this to normal language: If my script is running the AntiHack should not beeing started. So then just disable it for good ...
     
    Your idea still makes no sense. My script can be run from only one file, the init.sqf. If you want it to be in a seperate variable do so:
    thisscript = { [] spawn "RC\init.sqf"; }; Where is the problem? It doesn't matter if you put all the code in the same file or not. It does not change execution behaviour.
     
    If I have to change something in any infiSTAR files, I can't since I do not own it.
  12. Like
    ilikepizza got a reaction from Jokaru in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  13. Like
    ilikepizza got a reaction from Woops in [Release] Radio Communication Script v1.3.1   
    Generally everything looks ok. If the server was running ok before the change.
     
    What is in that "custom\extra_rc.hpp" in your description.ext ? Could you send it to me as attachment or upload somewhere?
     
    BTW, 1.3 is coming soon, I got it finished and just need to test it on my server in real environment situations.
  14. Like
    ilikepizza got a reaction from ToejaM in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  15. Like
    ilikepizza got a reaction from FoRcE72 in [Release] Radio Communication Script v1.3.1   
    I think this is a problem with the new GUI. On every marker update the name list is shown. Thanks for the hint, I can certainly solve that problem in the next update.
  16. Like
    ilikepizza got a reaction from ispan55 in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  17. Like
    ilikepizza got a reaction from Rythron in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  18. Like
    ilikepizza got a reaction from insertcoins in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
  19. Like
    ilikepizza got a reaction from bFe in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
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