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Posts posted by Asian Kid
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Wow there are grids and map markers. :o
How to get rid of them- Go into sagre config and find this
SAR_EXTREME_DEBUG = true;
- and then change it to false
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Delete me!!!!
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I run a Dayz Epoch server from gtxgaming
How do i change the stock at the vendors?
How do i activate to lift vehicles with heli?
How do i give blood to my self?
I have search on this forum and idont find any answer on my question.
plz help me.
How do i change the stock at the vendors?
- In the data base
How do i activate to lift vehicles with heli?
- You can't you must add it in threw the mission.pbo
How do i give blood to my self?
- You can't you must add it in threw the mission.pbo
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I would like to see more skins and guns like overwatch.
More of
SMGS
Blot action riflesMore Pistols
civilian based weapons
I just found these on the arma website don't care for them but weapon packs like these
http://www.armaholic.com/page.php?id=15429http://www.armaholic.com/page.php?id=11513
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Kinda I want to ADD a pack but people have to download it just to play on my server then
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Really?
We have an anti-material weapon, a long range sniper rifle, DMRs and other guns that now zero, several silenced weapons, variety of other weapons, and really don't need "More Gunz!" Unless the weapon pack adds in a bunch of low key weapons we really don't need much more. Trust me, there are some weapons out there that I love.
Playing Breaking point I fell in love with ACR variations. The ACR RCO SD was a versatile and silent gun with a dual sight both red dot and scope letting me take out zombies and even other players quickly and quietly. For a bit more firepower but still silence for hunting in towns there is the ACR G33 M320 SD. That is right go quiet with a silenced weapon that does 4500 blood at close range has two sight systems and a grenade launcher for when things get messy. Then when I wanted to reach out and touch someone but still wanted close up defense in the same gun M1SE1 Acog, DMR rounds, dual sights it could be used to snipe or up close.
Awesome weapons but WAY too much for DayZ. I didn't even mention the anti-material and actual sniper weapons. Lets just say you didn't pick up a DMR unless you were a newspawn. All those weapons really dilute and ruin the experience.
Not looking for over powered crap.
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We have that as a Mod on our Epoch Server and I have to admit, so far the people like it. Before that "addon" it was nearly impossible to stay Hero, because even when defending your own base you'd lose humanity and that got quite a few ppl mad so they turned bandit.
Now that I added this lil' tweak:
if (!isServer) exitWith {}; _args = _this select 0; _victim = _args select 0; _killer = _args select 1; _vicHumanity = _victim getVariable ["humanity",0]; _kilHumanity = _killer getVariable ["humanity",0]; _vicName = _victim getVariable["bodyName","unknown"]; _kilName = _killer getVariable["bodyName","unknown"]; _kilBandits = _killer getVariable ["banditKills",0]; _kilHumans = _killer getVariable ["humanKills",0]; humChange = 0; if(_killer isKindOf "Man" and _kilName != "unknown") then{ // Killed if(_kilHumanity < -5000) then { // Killer = Bandit if(_vicHumanity < -5000) then { // Victim = Bandit humChange = +50; killMessage = format ["%1 found and killed a Bandit.",_kilName]; _killer setVariable ["banditKills",(_kilBandits + 1),true]; } else { if(_vicHumanity > 5000) then { // Victim = Hero humChange = -2000; killMessage = format ["%1 killed a Hero.",_kilName]; } else { if(_vicHumanity >= 2500) then{ // Victim = Friendly humChange = -1500; killMessage = format ["%1 killed a Friendly player. Did you really have to?!",_kilName]; } else { // Victim = Neutral humChange = -1000; killMessage = format ["%1 killed a Neutral Player. Was it a Bandit on his way down?!",_kilName]; }; }; _killer setVariable ["humanKills",(_kilHumans + 1),true]; }; } else { if(_kilHumanity < 2500) then { // Killer = Neutral if(_vicHumanity < -5000) then { // Victim = Bandit humChange = +150; killMessage = format ["%1 found and killed a Bandit.",_kilName]; _killer setVariable ["banditKills",(_kilBandits + 1),true]; } else { if(_vicHumanity > 5000) then { // Victim = Hero humChange = -2000; killMessage = format ["%1 killed a Hero.",_kilName]; } else { if(_vicHumanity >= 2500) then{ // Victim = Friendly humChange = -1500; killMessage = format ["%1 killed a Friendly player. Did you really have to?!",_kilName]; } else { // Victim = Neutral humChange = -1000; killMessage = format ["%1 killed a Neutral Player. Was it a Bandit on his way down?!",_kilName]; }; }; _killer setVariable ["humanKills",(_kilHumans + 1),true]; }; } else { if(_kilHumanity < 5000) then { // Killer = Friendly if(_vicHumanity < -5000) then { // Victim = Bandit humChange = +200; killMessage = format ["%1 found and killed a Bandit.",_kilName]; _killer setVariable ["banditKills",(_kilBandits + 1),true]; } else { if(_vicHumanity > 5000) then { // Victim = Hero humChange = -3000; killMessage = format ["%1 killed a Hero.",_kilName]; } else { if(_vicHumanity >= 2500) then{ // Victim = Friendly humChange = -1500; killMessage = format ["%1 killed a Friendly player. Did you really have to?!",_kilName]; } else { // Victim = Neutral humChange = -1000; killMessage = format ["%1 killed a Neutral Player. Was it a Bandit on his way down?!",_kilName]; }; }; _killer setVariable ["humanKills",(_kilHumans + 1),true]; }; } else { // Killer = Hero if(_vicHumanity < -5000) then { // Victim = Bandit humChange = +350; killMessage = format ["%1 found and killed a Bandit.",_kilName]; _killer setVariable ["banditKills",(_kilBandits + 1),true]; } else { if(_vicHumanity > 5000) then { // Victim = Hero humChange = -3000; killMessage = format ["%1 killed a Hero.",_kilName]; } else { if(_vicHumanity >= 2500) then{ // Victim = Friendly humChange = -2000; killMessage = format ["%1 killed a Friendly player. Did you really have to?!",_kilName]; } else { // Victim = Neutral humChange = -1500; killMessage = format ["%1 killed a Neutral Player. Was it a Bandit on his way down?!",_kilName]; }; }; _killer setVariable ["humanKills",(_kilHumans + 1),true]; }; }; }; }; _killer setVariable["humanity",_kilHumanity+humChange,true]; [nil,nil,rTitleText,killMessage, "PLAIN DOWN",10] call RE; humChange = nil; killMessage = nil; }; ctc_HumanityChange = nil;
...people seem happy :D
As you can see, we even filter every possible combination of Player<>Killer Humanity which opens up some nice possibilities :)
+1 for changes in Epoch from me!
Cheers,
DNightmare
How do I add this and is this working 100%?
Does this replace death messages?
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Lol dogs are already in the game
Dogs (no)
Safe Zone (redo this)
what safe zone did you add
Weapon Cache
How did you add this? There is more than one right way to add them -
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Find this and remove it
if (!("+str _UCS+") && (ctrlEnabled ((uiNamespace getvariable 'BIS_dynamicText') displayctrl 9999)) or (ctrlShown ((uiNamespace getvariable 'BIS_dynamicText') displayctrl 9999))) then { "+_randvar10+" = [name player, getPlayerUID player, toArray ('ESP'), toArray ('ON')]; publicVariableServer '"+_randvar10+"'; failMission 'LOSER'; };
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I have some addons not working because of the new update.
My intro works but it does not start at the right time
I need to change this, but I don't know what to
(the camera start out in debuug land)waitUntil { alive player }; waituntil {!isnull (finddisplay 46)};
The other thing that is not working is this spawn system it stop a lot of scripts when I add it in.
http://opendayz.net/threads/release-scroll-menu-pick-your-own-spawn-point-class-and-loadout.13143/The new name tag system can I make then force yes?
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That was not the problem this was
http://opendayz.net/threads/release-scroll-menu-pick-your-own-spawn-point-class-and-loadout.13143/ -
I had a custom intro I made but when the new update came it stooped working?
This is how it started
waitUntil { alive player }; waituntil {!isnull (finddisplay 46)};
Now it doesn't show up at all. The colored tags shows up, is that blocking it?
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I would like to see a new gun pack added to the new update.
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This is all the class names I have
http://pastebin.com/PCvBkdBS -
Any idea how to do this.
i went in the player_build.sqf and found this_distance = 30;
Tried to change it to 200
_distance = 200;Didn't work
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This is for fresh spawn only so people's skins wont change if they humanity changes later in game. I am not sure if this is right haven't testing. Can anyone help?
Add to init
p2_newspawn = compile preprocessFileLineNumbers "humanity.sqf"; waitUntil {!isNil ("dayzLoginRecord")}; if (dayzPlayerLogin2 select 2) then { player spawn p2_newspawn; };
Call the script humanity.sqf and place in main mission pbo directory//Bandit\\ if (_humanity < -2500) then { [dayz_playerUID,dayz_characterID,'Bandit1_DZ'] spawn player_humanityMorph; reload player; }; //Survivor\\ if (_humanity < 5000 and _humanity > -2500) then { [dayz_playerUID,dayz_characterID,'Survivor2_DZ'] spawn player_humanityMorph; reload player; }; //Hero\\ if (_humanity > 5000) then { [dayz_playerUID,dayz_characterID,'Hero1_DZ '] spawn player_humanityMorph; reload player; };
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Krn Lake on Panthera Island 2.9
What filter are you using? Looks soooooooo good
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Here is a good server
its mostly PvE because there is a leveling system and AI
Wolf pack server!!!! 195.154.178.77:2382 -
Paste Bin plz!!!!!
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I have installed base building and the Epoch one works fine :)
When I build thing the item is there but when I restart the server it doesn't save. The normal Epoch stuff stay but no the BB.
The problem is the BB is not writing to the data base.
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I added Base-building in not Epoch base-building but kikyou2 BB. I got the normal Epoch BB to save but when I build something form Kikyou2 BB it spawns as soon as I build it.
What I did to kikyou2 BB
I added this -
Can some one remove the plot pole requirement? I tired can do it successfully
/* Base Building DayZ by Daimyo */ private["_funcExitScript","_canBuildOnPlot","_isSimulated","_isDestructable","_townRange","_longWloop","_medWloop","_smallWloop","_inTown","_inProgress","_modDir","_startPos","_tObjectPos","_buildable","_chosenRecipe","_cnt","_cntLoop","_dialog","_buildReady","_buildCheck","_isInCombat","_playerCombat","_check_town","_eTool","_toolBox","_town_pos","_town_name","_closestTown","_roadAllowed","_toolsNeeded","_inBuilding","_attachCoords","_requirements","_result","_alreadyBuilt","_uidDir","_p1","_p2","_uid","_worldspace","_panelNearest2","_staticObj","_onRoad","_itemL","_itemM","_itemG","_qtyL","_qtyM","_qtyG","_qtyH","_qtyI","_qtyJ","_qtyK","_qtyO","_qtyP","_itemH","_itemI","_itemJ","_itemK","_itemO","_itemP","_cntLoop","_finished","_checkComplete","_objectTemp","_locationPlayer","_object","_id","_isOk","_text","_mags","_hasEtool","_canDo","_hasToolbox","_inVehicle","_isWater","_onLadder","_building","_medWait","_longWait","_location","_isOk","_dir","_classname","_item","_itemT","_itemS","_itemW","_qtyT","_qtyS","_qtyW","_fuel","_code","_coder","_buildables","_isPole","_distance","_findNearestPoles","_findNearestPole","_IsNearPlot","_nearestPole","_ownerID","_friendlies","_message","_buildings","_isBuilding","_cancel","_reason","_qtyB","_itemB","_qtyC","_itemC","_qtyP","_itemP","_qtyBu","_itemBu","_qtyWo","_itemWo","_qtyWoo","_itemWoo","_qtyI","_i","_isDestrutable"]; // Location placement declarations _locationPlayer = player modeltoworld [0,0,0]; _location = player modeltoworld [0,0,0]; // Used for object start location and to keep track of object position throughout _attachCoords = [0,0,0]; _dir = getDir player; _building = nearestObject [player, "Building"]; _staticObj = nearestObject [player, "Static"]; // Restriction Checks _hasEtool = "ItemEtool" in weapons player; _hasToolbox = "ItemToolbox" in items player; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder); //USE!! _isWater = (surfaceIsWater _locationPlayer) or dayz_isSwimming; _inVehicle = (vehicle player != player); _isOk = [player,_building] call fnc_isInsideBuilding; _closestTown = (nearestLocations [player,["NameCityCapital","NameCity","NameVillage","Airport"],25600]) select 0; _town_name = text _closestTown; _town_pos = position _closestTown; // Booleans Some not used, possibly use later _roadAllowed = false; _medWait = false; _longWait = false; _checkComplete = false; _finished = false; _eTool = false; _toolBox = false; _alreadyBuilt = false; _inBuilding = false; _inTown = false; _inProgress = false; _result = false; _isSimulated = false; _isDestructable = false; _canBuildOnPlot = false; // Strings _classname = ""; _check_town = ""; // Other _cntLoop = 0; _chosenRecipe = []; _requirements = []; _buildable = []; _buildables = []; _longWloop = 2; _medWloop = 1; _smallWloop = 0; _cnt = 0; _playerCombat = player; // Function to exit script without combat activate _funcExitScript = { procBuild = false; breakOut "exit"; }; _isPole = (_classname == "Plastic_Pole_EP1_DZ"); _distance = 30; if(_isPole) then { _distance = 45; }; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; {if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles; _IsNearPlot = count (_findNearestPole); // If item is plot pole and another one exists within 45m if(_isPole and _IsNearPlot > 0) exitWith { TradeInprogress = false; cutText ["Cannot build plot pole within 45m of an existing plot." , "PLAIN DOWN"]; }; if(_IsNearPlot == 0) then { // Allow building of plot if(_isPole) then { _canBuildOnPlot = true; }; } else { // Since there are plots nearby we check for ownership and then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["CharacterID","0"]; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_playerUID, _ownerID]; // check if friendly to owner if(dayz_playerUID == _ownerID) then { // owner can build anything within his plot except other plots if(!_isPole) then { _canBuildOnPlot = true; }; } else { // disallow building plot if(!_isPole) then { _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; }; }; }; // _message if(!_canBuildOnPlot) exitWith { TradeInprogress = false; cutText ["Building requires plot pole within 30m." , "PLAIN DOWN"]; }; // testing new way of finding building _buildings = nearestObjects [(vehicle player), ["Building"], 100]; { _isBuilding = [(vehicle player),_x] call fnc_isInsideBuilding; if(_isBuilding) exitWith { _cancel = true; _reason = "Cannot build inside another building."; }; } forEach _buildings; // Do first checks to see if player can build before counting if (procBuild) then {cutText ["Your already building!", "PLAIN DOWN"];breakOut "exit";}; if(_isWater) then {cutText [localize "str_player_26", "PLAIN DOWN"];call _funcExitScript;}; if(_onLadder) then {cutText [localize "str_player_21", "PLAIN DOWN"];call _funcExitScript;}; if (_inVehicle) then {cutText ["Can't do this in vehicle", "PLAIN DOWN"];call _funcExitScript;}; if (!placevault) then {cutText ["Can't build in a trader city", "PLAIN DOWN"];call _funcExitScript;}; disableSerialization; closedialog 1; // Ashfor Fix: Did player try to drop mag and keep action active (not really needed but leave here just in case) //_item = _this; //if (_item in (magazines player) ) then { // needs }; // Global variables for loop method, procBuild may not be needed if implemented in fn_selfactions.sqf if (dayz_combat == 1) then { cutText ["Your currently in combat, time reduced to 3 seconds. \nCanceling/escaping will set you back into combat", "PLAIN DOWN"]; sleep 3; _playerCombat setVariable["combattimeout", 0, true]; dayz_combat = 0; }; r_interrupt = false; r_doLoop = true; procBuild = true; //Global build_list reference params: //[_qtyT, _qtyS, _qtyW, _qtyL, _qtyM, _qtyG], "Classname", [_attachCoords, _toolBox, _eTool, _medWait, _longWait, _inBuilding, _roadAllowed, _inTown]; call gear_ui_init; // Count mags in player inventory and add to an array _mags = magazines player; if ("ItemTankTrap" in _mags) then { _qtyT = {_x == "ItemTankTrap"} count magazines player; _buildables set [count _buildables, _qtyT]; _itemT = "ItemTankTrap"; } else { _qtyT = 0; _buildables set [count _buildables, _qtyT]; }; if ("ItemSandbag" in _mags) then { _qtyS = {_x == "ItemSandbag"} count magazines player; _buildables set [count _buildables, _qtyS]; _itemS = "ItemSandbag"; } else { _qtyS = 0; _buildables set [count _buildables, _qtyS]; }; if ("ItemWire" in _mags) then { _qtyW = {_x == "ItemWire"} count magazines player; _buildables set [count _buildables, _qtyW]; _itemW = "ItemWire"; } else { _qtyW = 0; _buildables set [count _buildables, _qtyW]; }; if ("PartWoodPile" in _mags) then { _qtyL = {_x == "PartWoodPile"} count magazines player; _buildables set [count _buildables, _qtyL]; _itemL = "PartWoodPile"; } else { _qtyL = 0; _buildables set [count _buildables, _qtyL]; }; if ("PartGeneric" in _mags) then { _qtyM = {_x == "PartGeneric"} count magazines player; _buildables set [count _buildables, _qtyM]; _itemM = "PartGeneric"; } else { _qtyM = 0; _buildables set [count _buildables, _qtyM]; }; if ("HandGrenade_West" in _mags) then { _qtyG = {_x == "HandGrenade_West"} count magazines player; _buildables set [count _buildables, _qtyG]; _itemG = "HandGrenade_West"; } else { _qtyG = 0; _buildables set [count _buildables, _qtyG]; }; /*-- Add another item for recipe here by changing _qtyI, "Item_Classname", and add recipe into build_list.sqf array! Dont forget to add recipe to recipelist so your players can know how to make object via recipe // if ("Item_Classname" in _mags) then { // _qtyI = {_x == "Item_Classname"} count magazines player; // _buildables set [count _buildables, _qtyI]; // _itemG = "Item_Classname"; // } else { _qtyI = 0; _buildables set [count _buildables, _qtyI]; }; */ // Check what object is returned from global array, then return classname for "_i" from 0 to ((count allbuildables) - 1) do { _buildable = (allbuildables select _i) select _i - _i; _result = [_buildables,_buildable] call BIS_fnc_areEqual; if (_result) exitWith { _classname = (allbuildables select _i) select _i - _i + 1; _requirements = (allbuildables select _i) select _i - _i + 2; _chosenRecipe = _buildable; }; _buildable = []; }; // Quit here if no proper recipe is acquired else set names properly if (_classname == "") then {cutText ["You need the EXACT amount of whatever you are trying to build without extras.", "PLAIN DOWN"];call _funcExitScript;}; if (_classname == "Grave") then {_text = "Booby Trap";}; if (_classname == "Concrete_Wall_EP1") then {_text = "Gate Concrete Wall";}; if (_classname == "Infostand_2_EP1") then {_text = "Gate Panel Keypad Access";}; if (_classname != "Infostand_2_EP1" && _classname != "Concrete_Wall_EP1" && _classname != "Grave") then { //_text = _classname; _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); }; _buildable = []; //Get Requirements from build_list.sqf global array [_attachCoords, _startPos, _modDir, _toolBox, _eTool, _medWait, _longWait, _inBuilding, _roadAllowed, _inTown]; _attachCoords = _requirements select 0; _startPos = _requirements select 1; _modDir = _requirements select 2; _toolBox = _requirements select 3; _eTool = _requirements select 4; _medWait = _requirements select 5; _longWait = _requirements select 6; _inBuilding = _requirements select 7; _roadAllowed = _requirements select 8; _inTown = _requirements select 9; _isSimulated = _requirements select 12; _isDestrutable = _requirements select 13; // Get _startPos for object _location = player modeltoworld _startPos; //Check Requirements if (_toolBox) then { if (!_hasToolbox) then {cutText [format["You need a tool box to build %1",_text], "PLAIN DOWN",1];call _funcExitScript; }; }; if (_eTool) then { if (!_hasEtool) then {cutText [format["You need an entrenching tool to build %1",_text], "PLAIN DOWN",1];call _funcExitScript; }; }; if (_inBuilding) then { if (_isOk) then {cutText [format["%1 cannot be built inside of buildings!",_text], "PLAIN DOWN",1];call _funcExitScript; }; }; if (!_roadAllowed) then { // Do another check for object being on road _onRoad = isOnRoad _locationPlayer; if(_onRoad) then {cutText [format["You cannot build %1 on the road",_text], "PLAIN DOWN",1];call _funcExitScript;}; }; if (!_inTown) then { for "_i" from 0 to ((count allbuild_notowns) - 1) do { _check_town = (allbuild_notowns select _i) select _i - _i; if (_town_name == _check_town) then { _townRange = (allbuild_notowns select _i) select _i - _i + 1; if (_locationPlayer distance _town_pos <= _townRange) then { cutText [format["You cannot build %1 within %2 meters of area %3",_text, _townRange, _town_name], "PLAIN DOWN",1];call _funcExitScript; }; }; }; }; //Check if other panels nearby _panelNearest2 = nearestObjects [player, ["Infostand_2_EP1"], 30]; if (_classname == "Infostand_2_EP1" && (count _panelNearest2 > 1)) then {cutText ["Only 2 gate panels per base in a 30 meter radius!", "PLAIN DOWN"];call _funcExitScript;}; // Begin building process _buildCheck = false; _buildReady = false; player allowdamage false; _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; _object setDir (getDir player); if (_modDir > 0) then { _object setDir (getDir player) + _modDir; }; player allowdamage true; hint ""; cutText ["-Build process started. Move around to re-position\n-Stay still to begin build timer", "PLAIN DOWN", 10]; while {!_buildReady} do { hintsilent "-Build process started. \n-Move around to re-position\n-Stay still to begin build timer"; _playerCombat = player; _isInCombat = _playerCombat getVariable["startcombattimer",0]; _dialog = findDisplay 106; if ((speed player < 9 && speed player > 0) || (speed player > -7 && speed player < 0)) then { _object attachto [player, _attachCoords]; _object setDir (getDir player) + _modDir; _inProgress = true; } else { if (_inProgress) then { detach _object; sleep 0.03; _location = getposATL _object; _dir = getDir _object; _object setpos [(getposATL _object select 0),(getposATL _object select 1), 0]; _location = _object modeltoworld [0,0,0]; deletevehicle _object; _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; _object setDir _dir; _object setpos [(getposATL _object select 0),(getposATL _object select 1), 0]; _cntLoop = 50; _inProgress = false; while {speed player == 0 && !_buildReady} do { sleep 0.1; if (_cntLoop <= 100 && _cntLoop % 10 == 0) then { cutText [format["Building of %1 starts in %2 seconds. Move to restart timer and position",_text, (_cntLoop / 10)], "PLAIN DOWN",1]; }; // Cancel build if rules broken _isInCombat = _playerCombat getVariable["startcombattimer",0]; _dialog = findDisplay 106; if ((!(isNull _dialog) || _isInCombat > 0) && (isPlayer _playerCombat) ) then { detach _object; deletevehicle _object; cutText [format["Build canceled for %1. Player in combat or opened gear.",_text], "PLAIN DOWN",1];call _funcExitScript; if (!_roadAllowed) then { // Check object being placed on road _onRoad = isOnRoad getposATL(_object); if(_onRoad) then {cutText [format["You cannot build %1 on the road",_text], "PLAIN DOWN",1];call _funcExitScript;}; }; }; _cntLoop = _cntLoop - 1; if (_cntLoop <= 0) then { _buildReady = true; _cntLoop = 0; }; }; }; }; // Cancel build if rules broken if ((!(isNull _dialog) || (speed player > 9 || speed player < -7) || _isInCombat > 0) && (isPlayer _playerCombat) ) then { detach _object; deletevehicle _object; cutText [format["Build canceled for %1. Player moving too fast, in combat or opened gear.",_text], "PLAIN DOWN",1];call _funcExitScript; }; sleep 0.03; }; if (_buildReady) then { cutText [format["Building beginning for %1.",_text], "PLAIN DOWN",1]; } else {cutText [format["Build canceled for %1. Something went wrong!",_text], "PLAIN DOWN",1];call _funcExitScript;}; // Begin Building //Do quick check to see if player is not playing nice after placing object _locationPlayer = player modeltoworld [0,0,0]; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder); //USE!! _isWater = (surfaceIsWater _locationPlayer) or dayz_isSwimming; _inVehicle = (vehicle player != player); _isOk = [player,_building] call fnc_isInsideBuilding; if (_inBuilding) then { if (_isOk) then {deletevehicle _object; cutText [format["%1 cannot be built inside of buildings!",_text], "PLAIN DOWN",1];call _funcExitScript; }; }; // Did player walk object into restricted town? _closestTown = (nearestLocations [player,["NameCityCapital","NameCity","NameVillage"],25600]) select 0; _town_name = text _closestTown; _town_pos = position _closestTown; if (!_inTown) then { for "_i" from 0 to ((count allbuild_notowns) - 1) do { _check_town = (allbuild_notowns select _i) select _i - _i; if (_town_name == _check_town) then { _townRange = (allbuild_notowns select _i) select _i - _i + 1; if (_locationPlayer distance _town_pos <= _townRange) then { deletevehicle _object; cutText [format["You cannot build %1 within %2 meters of area %3",_text, _townRange, _town_name], "PLAIN DOWN",1];call _funcExitScript; }; }; }; }; r_interrupt = false; r_doLoop = true; _cntLoop = 0; //Physically begin building switch (true) do { case(_longWait): { _cnt = _longWloop; _cnt = _cnt * 10; for "_i" from 0 to _longWloop do { cutText [format["Building %1. %2 seconds left.\nMove from current position to cancel",_text,_cnt + 10], "PLAIN DOWN",1]; if (player distance _locationPlayer > 1) then {deletevehicle _object; cutText [format["Build canceled for %1, position of player moved",_text], "PLAIN DOWN",1]; call _funcExitScript;}; if (!_canDo || _onLadder || _inVehicle || _isWater) then {deletevehicle _object; cutText [format["Build canceled for %1, player is unable to continue",_text], "PLAIN DOWN",1]; call _funcExitScript;}; player playActionNow "Medic"; sleep 1; [player,"repair",0,false] call dayz_zombieSpeak; _id = [player,50,true,(getPosATL player)] spawn player_alertZombies; //DayZ interrupt feature like when canceling bandaging while {r_doLoop} do { if (r_interrupt) then { r_doLoop = false; }; if (_cntLoop >= 100) then { r_doLoop = false; _finished = true; }; sleep .1; _cntLoop = _cntLoop + 1; }; if (r_interrupt) then { deletevehicle _object; [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; cutText [format["Build canceled for %1, position of player moved",_text], "PLAIN DOWN",1]; procBuild = false;_playerCombat setVariable["startcombattimer", 1, true]; breakOut "exit"; }; r_doLoop = true; _cntLoop = 0; _cnt = _cnt - 10; }; sleep 1.5; }; case(_medWait): { _cnt = _medWloop; _cnt = _cnt * 10; for "_i" from 0 to _medWloop do { cutText [format["Building %1. %2 seconds left.\nMove from current position to cancel",_text,_cnt + 10], "PLAIN DOWN",1]; if (player distance _locationPlayer > 1) then {deletevehicle _object; cutText [format["Build canceled for %1, position of player moved",_text], "PLAIN DOWN",1]; call _funcExitScript;}; if (!_canDo || _onLadder || _inVehicle || _isWater) then {deletevehicle _object; cutText [format["Build canceled for %1, player is unable to continue",_text], "PLAIN DOWN",1]; call _funcExitScript;}; player playActionNow "Medic"; sleep 1; [player,"repair",0,false] call dayz_zombieSpeak; _id = [player,50,true,(getPosATL player)] spawn player_alertZombies; while {r_doLoop} do { if (r_interrupt) then { r_doLoop = false; }; if (_cntLoop >= 100) then { r_doLoop = false; _finished = true; }; sleep .1; _cntLoop = _cntLoop + 1; }; if (r_interrupt) then { deletevehicle _object; [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; cutText [format["Build canceled for %1, position of player moved",_text], "PLAIN DOWN",1]; procBuild = false;_playerCombat setVariable["startcombattimer", 1, true]; breakOut "exit"; }; r_doLoop = true; _cntLoop = 0; _cnt = _cnt - 10; }; sleep 1.5; }; case(!_medWait && !_longWait): { _cnt = _smallWloop; _cnt = _cnt * 10; for "_i" from 0 to _smallWloop do { cutText [format["Building %1. %2 seconds left.\nMove from current position to cancel",_text,_cnt + 10], "PLAIN DOWN",1]; if (player distance _locationPlayer > 1) then {deletevehicle _object; cutText [format["Build canceled for %1, position of player moved",_text], "PLAIN DOWN",1]; call _funcExitScript;}; if (!_canDo || _onLadder || _inVehicle || _isWater) then {deletevehicle _object; cutText [format["Build canceled for %1, player is unable to continue",_text], "PLAIN DOWN",1]; call _funcExitScript;}; player playActionNow "Medic"; sleep 1; [player,"repair",0,false] call dayz_zombieSpeak; _id = [player,50,true,(getPosATL player)] spawn player_alertZombies; while {r_doLoop} do { if (r_interrupt) then { r_doLoop = false; }; if (_cntLoop >= 100) then { r_doLoop = false; _finished = true; }; sleep .1; _cntLoop = _cntLoop + 1; }; if (r_interrupt) then { deletevehicle _object; [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; cutText [format["Build canceled for %1, position of player moved",_text], "PLAIN DOWN",1]; procBuild = false;_playerCombat setVariable["startcombattimer", 1, true]; breakOut "exit"; }; r_doLoop = true; _cntLoop = 0; _cnt = _cnt - 10; }; sleep 1.5; }; }; // Do last check to see if player attempted to remvoe buildables _mags = magazines player; _buildables = []; // reset original buildables if ("ItemTankTrap" in _mags) then { _qtyT = {_x == "ItemTankTrap"} count magazines player; _buildables set [count _buildables, _qtyT]; } else { _qtyT = 0; _buildables set [count _buildables, _qtyT]; }; if ("ItemSandbag" in _mags) then { _qtyS = {_x == "ItemSandbag"} count magazines player; _buildables set [count _buildables, _qtyS]; } else { _qtyS = 0; _buildables set [count _buildables, _qtyS]; }; if ("ItemWire" in _mags) then { _qtyW = {_x == "ItemWire"} count magazines player; _buildables set [count _buildables, _qtyW]; } else { _qtyW = 0; _buildables set [count _buildables, _qtyW]; }; if ("PartWoodPile" in _mags) then { _qtyL = {_x == "PartWoodPile"} count magazines player; _buildables set [count _buildables, _qtyL]; } else { _qtyL = 0; _buildables set [count _buildables, _qtyL]; }; if ("PartGeneric" in _mags) then { _qtyM = {_x == "PartGeneric"} count magazines player; _buildables set [count _buildables, _qtyM]; } else { _qtyM = 0; _buildables set [count _buildables, _qtyM]; }; if ("HandGrenade_West" in _mags) then { _qtyG = {_x == "HandGrenade_West"} count magazines player; _buildables set [count _buildables, _qtyG]; } else { _qtyG = 0; _buildables set [count _buildables, _qtyG]; }; _distance = 30; _canBuildOnPlot = false; if(_isPole) then { _distance = 45; }; // check for near plot _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; {if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles; _IsNearPlot = count (_findNearestPole); // If item is plot pole and another one exists within 45m if(_isPole and _IsNearPlot > 0) exitWith { TradeInprogress = false; cutText ["Cannot build plot pole within 45m of an existing plot." , "PLAIN DOWN"];call _funcExitScript;}; if(_IsNearPlot == 0) then { // Allow building of plot if(_isPole) then { _canBuildOnPlot = true; }; } else { // Since there are plots nearby we check for ownership and then for friend status _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["CharacterID","0"]; // diag_log format["DEBUG BUILDING: %1 = %2", dayz_playerUID, _ownerID]; // check if friendly to owner if(dayz_playerUID == _ownerID) then { // owner can build anything within his plot except other plots if(!_isPole) then { _canBuildOnPlot = true; }; } else { // disallow building plot if(!_isPole) then { _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; }; }; }; // _message if(!_canBuildOnPlot) exitWith {deletevehicle _object; cutText ["Abusing not allowed!" , "PLAIN DOWN"];call _funcExitScript;_playerCombat setVariable["startcombattimer", 1, true];}; if (_inBuilding) then { if (_isOk) then {deletevehicle _object; cutText [format["Abusing not allowed!",_text], "PLAIN DOWN",1];call _funcExitScript;_playerCombat setVariable["startcombattimer", 1, true];}; }; // Did player walk object into restricted town? _closestTown = (nearestLocations [player,["NameCityCapital","NameCity","NameVillage"],25600]) select 0; _town_name = text _closestTown; _town_pos = position _closestTown; if (!_inTown) then { for "_i" from 0 to ((count allbuild_notowns) - 1) do { _check_town = (allbuild_notowns select _i) select _i - _i; if (_town_name == _check_town) then { _townRange = (allbuild_notowns select _i) select _i - _i + 1; if (_locationPlayer distance _town_pos <= _townRange) then { deletevehicle _object; cutText [format["You cannot build %1 within %2 meters of area %3",_text, _townRange, _town_name], "PLAIN DOWN",1];call _funcExitScript; }; }; }; }; /*/// testing new way of finding building _buildings = nearestObjects [(vehicle player), ["Building"], 100]; { _isBuilding = [(vehicle player),_x] call fnc_isInsideBuilding; if(_isBuilding) exitWith { _cancel = true; _reason = "Cannot build inside another building."; }; } forEach _buildings; */ if (!_roadAllowed) then { // Check object being placed on road _onRoad = isOnRoad getposATL(_object); if(_onRoad) then {deletevehicle _object;cutText [format["You cannot build %1 on the road. Abusing not allowed!",_text], "PLAIN DOWN",1];deleteVehicle _object;call _funcExitScript;}; }; if(_isWater) then {cutText ["Abusing not allowed!" , "PLAIN DOWN"];deleteVehicle _object;call _funcExitScript; _playerCombat setVariable["startcombattimer", 1, true];}; if(_onLadder) then {cutText ["Abusing not allowed!" , "PLAIN DOWN"];deleteVehicle _object;call _funcExitScript; _playerCombat setVariable["startcombattimer", 1, true];}; if (_inVehicle) then {cutText ["Abusing not allowed!" , "PLAIN DOWN"];deleteVehicle _object;call _funcExitScript; _playerCombat setVariable["startcombattimer", 1, true];}; //Check if other panels nearby _panelNearest2 = nearestObjects [player, ["Infostand_2_EP1"], 30]; if (_classname == "Infostand_2_EP1" && (count _panelNearest2 > 2)) then {cutText ["Only 2 gate panels per base in a 30 meter radius! Abusing not allowed!", "PLAIN DOWN"];deleteVehicle _object;call _funcExitScript; procBuild = false;_playerCombat setVariable["startcombattimer", 1, true]; breakOut "exit"; }; // Check if it matches again _result = [_buildables,_chosenRecipe] call BIS_fnc_areEqual; if (_result) then { //Build final product! //_object setpos [((_object modeltoworld [0,0,0]) select 0),((_object modeltoworld [0,0,0]) select 1), 0]; //_location = getposATL _object; //_dir = getDir _object; //Finish last requirement checks, _isSimulated disables objects physics if specified, _isDestructable checks if object needs to be invincible if (!_isSimulated) then { _object enablesimulation false; }; if (!_isDestructable) then { _object addEventHandler ["HandleDamage", {false}]; }; // set the codes for gate //-------------------------------- /* Old Method _uidDir = _dir; _uidDir = round(_uidDir); _p1 = round(_location select 0); _p2 = round(_location select 1); //_p3 = round(_location select 2); _uid = format["%1,%2,%3",_p1,_p2,_uidDir]; */ // New Method _uidDir = _dir; _uidDir = round(_uidDir); _uid = ""; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _uid = _uid + str(round(_x)); } forEach _location; _uid = _uid + str(round(_dir)); // ------------------------------------------------------------------------kikyou2 Random Keycode Start--------------------------------------------------------------------- _coder = random(9999); //generating random number between 0-9999 if (_coder < 1000) then { //checks whether the number is < 1000 _coder = _coder + 1000; //adds 1000 to the number if its < 1000 to make sure that the code will be 4 digits long }; _code = round _coder; //remove all digits after comma // ------------------------------------------------------------------------kikyou2 Random Keycode End----------------------------------------------------------------------- //-------------------------------- switch (_classname) do { case "Grave": { cutText [format["You have constructed a %1, crawl away so you dont set it off!",_text], "PLAIN DOWN",1]; _object setVariable ["isBomb", true]; }; case "Infostand_2_EP1": { cutText [format["You have constructed a %1, REMEMBER THIS PERMANENT KEYCODE: %2 . Make sure to build 2 (one in/one out) Key Panels as soon as possible to get both codes!",_text,_code], "PLAIN DOWN",60]; //Changed _uid to _code to show the right keycode }; default { cutText [format["You have constructed a %1\n .",_text,_code], "PLAIN DOWN",60]; //Changed _uid to _code to show the right keycode //cutText [format[localize "str_build_01",_text], "PLAIN DOWN"]; }; }; //Remove required magazines if (_qtyT > 0) then { for "_i" from 0 to _qtyT do { player removeMagazine _itemT; }; }; if (_qtyS > 0) then { for "_i" from 0 to _qtyS do { player removeMagazine _itemS; }; }; if (_qtyW > 0) then { for "_i" from 0 to _qtyW do { player removeMagazine _itemW; }; }; if (_qtyL > 0) then { for "_i" from 0 to _qtyL do { player removeMagazine _itemL; }; }; if (_qtyM > 0) then { for "_i" from 0 to _qtyM do { player removeMagazine _itemM; }; }; //Grenade only is needed when building booby trap if (_qtyG > 0 && _classname == "Grave") then { for "_i" from 0 to _qtyG do { player removeMagazine _itemG; }; }; // Send to database _fuel = _code / 1000; //added to calculate valid fuel value for the database _object setVariable ["characterID",dayz_playerUID,true]; dayzPublishObj2 = [dayz_playerUID,_object,[_dir,_location],_classname,_fuel,_code]; //added _code to pass to the publishObj function to prevent calculation errors publicVariableServer "dayzPublishObj2"; if (isServer) then { dayzPublishObj2 call server_publishObj2; }; } else {cutText ["You need the EXACT amount of whatever you are trying to build without extras.", "PLAIN DOWN"];call _funcExitScript;}; player allowdamage true; procBuild = false;_playerCombat setVariable["startcombattimer", 1, true];
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I do not recommend this at all I did this once before and had the double door glitch.
Any way to disable the grass in the 1.0.2.4 update?
in Server Install
Posted
This might help when you turn off the grass mod.
Add this to the init.sqf
For no grass change it to 50