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Posts posted by Asian Kid
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Hey guys update here on the new for the addon
Got a working version but didnt get the bribe this working but the humanity working (Not on due the the bride)
Help me on the code
Redoing the tutorial and the FOB basetoo easy moving the FOB some where else
Added a option at the trader
Tells the story dialogue and tells what you need to do next
Fixed the hole in the bunker
Changed it a little
Added a food and ammo box on the bed
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Can you guys share what you have with the lights on?
Under cover SUV would be cool!!! -
Which parts exactly? You confused me with the last two quotes. Do I just take out those lines? "groupIconsVisible" & "setGroupIconsVisible"
Find them in the under the list
search for SeaGull you find it then
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Email Sent
I emailed you back.
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Search for this and remove it
if ((groupIconsVisible select 0) || (groupIconsVisible select 1)) then { [] spawn "+_randvar2+"; "+_randvar10+" = [_name, _puid, toArray 'GroupIcons', toArray (str groupIconsVisible)]; publicVariableServer '"+_randvar10+"'; }; setGroupIconsVisible [false,false]; _state = true;
setGroupIconsVisible
groupIconsVisible
That should do it
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update I edited the code and this is what I have
//########################################### //ASIAN KID!!!!!!!!!!!!!!!! //############################################ private ["_bunkercode"]; _Chance = 4; _BanditBunker = BanditBunker; _heroBunker = HeroBunker; _SurviorBunker1 = BeforeHero; _SurviorBunker2 = BerforeBandit; _bunkercode = bunkercode; _Humanity = player getVariable["humanity",0]; _roll = floor(random 100); titleText ["Its top secret so...maybe.","PLAIN DOWN"]; titleFadeOut 3; sleep 3; if((_Humanity > _heroBunker)) exitWith { player playActionNow "Medic"; cutText [format["Fine here. The code is %1 \n plz don't tell other players let them have a challenge or I change it.",_bunkercode,"%"], "PLAIN DOWN",10]; }; if((_Humanity >= _SurviorBunker2) && (_Humanity <= _SurviorBunker1)) exitWith { if(_roll <= _Chance) then player playActionNow "Medic"; sleep 0.5; [] execVM "bunker\ask3.sqf"; }else{ cutText [format["Sorry, its top secret but we could do a trade.......",_bunkercode,"%"], "PLAIN DOWN"]; }; if((_Humanity < -_BanditBunker)) exitWith { player playActionNow "Medic"; cutText [format["I told you its top secret so no!!!",_bunkercode,"%"], "PLAIN DOWN"]; };
and
//########################################### //ASIAN KID!!!!!!!!!!!!!!!! //############################################ private ["_bunkercode"]; _bribe = bribe; _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder); _bunkercode = bunkercode; _magazinesPlayer = magazines player; if (_bribe in _magazinesPlayer) exitWith { bunkgold = true; } else { bunkgold = false;}; if(hasBagItem) exitWith { player playActionNow "Medic"; player removeMagazine _bribe; sleep 0.5; [] execVM "bunker\ask3.sqf"; } else { cutText [format["You don't have 1%.",_bribe,"%"], "PLAIN DOWN"]; };
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Working on the a way to get the code from the AI
Trade gold to get the codeor be a hero if a survior they have a chance of getting the code
bandits will never get the code with out paying
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The actions can be click, what they are suppose to do doesn't happen.
I checks if the player has the item and then removes the item and does something
Here is the code
private ["_bunkercode"]; _Chance = 2; _bunkercode = bunkercode; _Humanity = player getVariable["humanity",0]; titleText ["Its top secret so...maybe.","PLAIN DOWN"]; titleFadeOut 3; sleep 3; if((_Humanity >= 15000) && (_Humanity <= 29999)) then { player playActionNow "Medic"; cutText [format["Fine here. The code is %1 plz don't tell other players let them have a challenge or I change it.",_bunkercode,"%"], "PLAIN DOWN",10]; } else { if((_Humanity >= -1999) && (_Humanity <= 14999)) then { if(random 100 <= _Chance) then { player playActionNow "Medic"; sleep 0.5; [] execVM "bunker\ask.sqf"; }; }else{ cutText [format["Nahh no code for you but if you can give me something for it *wink*.",_bunkercode,"%"], "PLAIN DOWN"]; } else { if((_Humanity <= -2000) && (_Humanity >= -15000)) then { player playActionNow "Medic"; cutText [format["I told you its top secret so no!!!",_bunkercode,"%"], "PLAIN DOWN"]; } else { cutText [format["Guess what I forgot it.....now leave me alone. ",_bunkercode,"%"], "PLAIN DOWN",3]; }; }; };
The other one
//########################################### //ASIAN KID!!!!!!!!!!!!!!!! //############################################ private ["_bunkercode"]; _bribe = bribe; _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder); _bunkercode = bunkercode; _magazinesPlayer = magazines player; if (_bribe in _magazinesPlayer) then { bunkgold = true; } else { bunkgold = false;}; if(hasBagItem && _canDo) then { player playActionNow "Medic"; player removeMagazine _bribe; cutText [format["Code is %1 plz don't tell other players let them have a challenge or I change it.",_bunkercode,"%"], titleFadeOut 3; } else { cutText [format["You don't have 1%.",_bribe,"%"], "PLAIN DOWN"]; };
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Just to let y'all know there is a hole on the rock on the island that you can enter the base through from the island and also climb out to the island if you make it in legit.
If you stand in the 240 nest inside the bunker you can see the sky through the opening which allows you to climb in or out.
I will be releasing my addon soon
BTW I fxed the hole
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Just to let y'all know there is a hole on the rock on the island that you can enter the base through from the island and also climb out to the island if you make it in legit.
If you stand in the 240 nest inside the bunker you can see the sky through the opening which allows you to climb in or out.
I think people are focused on the 10 brefs
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Would you mind sharing, this seems like a nice addition.
Almost done with it
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UPDATED INFO
Pictures coming soon
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Panthera can spawn the camps but not a lot of locations
found this_placeSearchExpr = "(5 * forest) + (4 * trees) + (3 * meadow) - (20 * houses) - (30 * sea)";
(5 * forest) + (4 * trees) what if i removed this?
More chance of spawn because its required to be near trees and a forest
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/* bloodloss & bloodgain not implemented yet! */ /* cheers... jOoPs */ private ["_display","_uiNumber","_ctrlWeight","_bloodText","_ctrlCombatBorder","_ctrlCombatBorder2","_ctrlBloodOuter","_ctrlFoodBorder","_ctrlThirstBorder","_ctrlTempBorder","_ctrlBlood","_ctrlBleed","_bloodVal","_ctrlFood","_ctrlThirst","_thirstVal","_foodVal","_ctrlTemp","_tempVal","_combatVal","_array","_ctrlEar","_ctrlEye","_ctrlCombat","_ctrlFracture","_visualText","_visual","_audibleText","_audible","_blood","_thirstLvl","_foodLvl","_tempImg","_thirst","_food","_temp","_bloodLvl","_tempLvl","_color","_string","_humanity","_size","_friendlies","_charID","_rcharID","_rfriendlies","_rfriendlyTo","_distance","_targetControl","_humanityTarget"]; disableSerialization; _foodVal = 1 - (dayz_hunger / SleepFood); _thirstVal = 1 - (dayz_thirst / SleepWater); _tempVal = 1 - ((dayz_temperatur - dayz_temperaturmin)/(dayz_temperaturmax - dayz_temperaturmin)); // Normalise to [0,1] _combatVal = 1 - dayz_combat; // May change later to be a range of red/green to loosely indicate 'time left in combat' if (uiNamespace getVariable ['DZ_displayUI', 0] == 1) exitWith { _array = [_foodVal,_thirstVal]; _array }; _display = uiNamespace getVariable 'DAYZ_GUI_display'; _ctrlBloodOuter = _display displayCtrl 1200; _ctrlFoodBorder = _display displayCtrl 1201; _ctrlThirstBorder = _display displayCtrl 1202; _ctrlTempBorder = _display displayCtrl 1208; _ctrlCombatBorder = _display displayCtrl 1207; _ctrlCombatBorder2 = _display displayCtrl 1211; //Border white _ctrlBloodOuter ctrlSetTextColor [1,1,1,1]; _ctrlFoodBorder ctrlSetTextColor [1,1,1,1]; _ctrlThirstBorder ctrlSetTextColor [1,1,1,1]; _ctrlTempBorder ctrlSetTextColor [1,1,1,1]; _ctrlCombatBorder ctrlSetTextColor [1,1,1,1]; _ctrlCombatBorder2 ctrlSetTextColor [1,1,1,1]; _ctrlBlood = _display displayCtrl 1300; _ctrlBleed = _display displayCtrl 1303; _bloodVal = r_player_blood / r_player_bloodTotal; _ctrlFood = _display displayCtrl 1301; _ctrlThirst = _display displayCtrl 1302; _ctrlTemp = _display displayCtrl 1306; //TeeChange _ctrlEar = _display displayCtrl 1304; _ctrlEye = _display displayCtrl 1305; //_ctrlHumanity = _display displayCtrl 1207; _ctrlCombat = _display displayCtrl 1307; _ctrlFracture = _display displayCtrl 1203; //only show the weight-icon if R3F-weight-system is running ;) if (DZE_R3F_WEIGHT) then { _ctrlWeight = _display displayCtrl 1210; }; //Food/Water/Blood _ctrlBlood ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_bloodVal))),(Dayz_GUI_G * _bloodVal),(Dayz_GUI_B * _bloodVal), 1]; _ctrlFood ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_foodVal))),(Dayz_GUI_G * _foodVal),(Dayz_GUI_B * _foodVal), 1]; _ctrlThirst ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_thirstVal))),(Dayz_GUI_G * _thirstVal),(Dayz_GUI_B * _thirstVal), 1]; _ctrlTemp ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_tempVal))), (Dayz_GUI_G * _tempVal), _tempVal, 1]; // Color ranges from iceblue (cold) to red (hot) // << Already Done :) _ctrlCombat ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_combatVal))),(Dayz_GUI_G * _combatVal),(Dayz_GUI_B * _combatVal), 0.5]; /* Blood: round((r_player_blood / 2) / 1000) = _bloodLvl (6 = full, 1 = empty) Thirst: round(_thirstVal / 0.25) = _thirstLvl (4 = full, 0 = empty) Hunger: round(_foodVal / 0.25) = _foodLvl (4 = full, 0 = empty) Temp: round(dayz_temperatur) = tempLvl (>= 36 = full <= 28 = empty) */ _blood = ""; _thirst = ""; _food = ""; _temp = ""; _tempImg = 0; _bloodLvl = round((r_player_blood / 2) / 1000); _thirstLvl = round(_thirstVal / 0.25); _foodLvl = round(_foodVal / 0.25); _tempLvl = round(dayz_temperatur); _bloodText = "\z\addons\dayz_code\gui\status\status_blood_border"; if (r_player_infected) then { _bloodText = _bloodText + "_sick_ca.paa"; } else { _bloodText = _bloodText + "_CA.paa"; }; _ctrlBloodOuter ctrlSetText _bloodText; if (_bloodLvl <= 0) then { _blood = "\z\addons\dayz_code\gui\status\status_blood_inside_1_ca.paa"; } else { _blood = "\z\addons\dayz_code\gui\status\status_blood_inside_" + str(_bloodLvl) + "_ca.paa"; }; if (_thirstLvl < 0) then { _thirstLvl = 0 }; _thirst = "\z\addons\dayz_code\gui\status\status_thirst_inside_" + str(_thirstLvl) + "_ca.paa"; if (_foodLvl < 0) then { _foodLvl = 0 }; _food = "\z\addons\dayz_code\gui\status\status_food_inside_" + str(_foodLvl) + "_ca.paa"; switch true do { case (_tempLvl >= 36): { _tempImg = 4 }; case (_tempLvl > 33 and _tempLvl < 36): { _tempImg = 3 }; case (_tempLvl >= 30 and _tempLvl <= 33): { _tempImg = 2 }; case (_tempLvl > 28 and _tempLvl < 30): { _tempImg = 1 }; default { _tempImg = 0 }; }; _temp = "\z\addons\dayz_code\gui\status\status_temp_" + str(_tempImg) + "_ca.paa"; _ctrlBlood ctrlSetText _blood; _ctrlThirst ctrlSetText _thirst; _ctrlFood ctrlSetText _food; _ctrlTemp ctrlSetText _temp; // Visual: _visual = (dayz_disVisual / 185) min 1; if (_visual < 0.2) then {_visual = 0.2;}; _ctrlEye ctrlSetTextColor [1, 1, 1, _visual]; // Audible _audible = (dayz_disAudial / 40) min 1; if (_audible < 0.2) then {_audible = 0.2;}; _ctrlEar ctrlSetTextColor [1, 1, 1, _audible]; //Fracture if (!canStand player) then { if (!(ctrlShown _ctrlFracture)) then { r_fracture_legs = true; _ctrlFracture ctrlShow true; }; }; // Flashing if (_combatVal == 0) then { _ctrlCombat call player_guiControlFlash; }; if (_bloodVal < 0.2) then { _ctrlBlood call player_guiControlFlash; }; if (_thirstVal < 0.2) then { _ctrlThirst call player_guiControlFlash; }; if (_foodVal < 0.2) then { _ctrlFood call player_guiControlFlash; }; if (_tempVal > 0.8) then { _ctrlTemp call player_guiControlFlash; } else { _ctrlTemp ctrlShow true; }; if (r_player_injured) then { _ctrlBleed call player_guiControlFlash; }; //only show the weight-icon if R3F-weight-system is running ;) if (DZE_R3F_WEIGHT) then { if (R3F_Weight < 125) then { _ctrlWeight ctrlShow false; } else { if (R3F_Weight > 250) then { _ctrlWeight call player_guiControlFlash; } else { _ctrlWeight ctrlShow true; }; }; }; /* Opt-in tag system with friend tagging */ _targetControl = _display displayCtrl 1199; _string = ""; _humanityTarget = cursorTarget; if (!isNull _humanityTarget and isPlayer _humanityTarget and alive _humanityTarget) then { _distance = (player distance _humanityTarget); if (_distance < DZE_HumanityTargetDistance) then { _size = (1-(floor(_distance/5)*0.1)) max 0.1; // Display name if player opt-in or if friend _friendlies = player getVariable ["friendlies", []]; _charID = player getVariable ["CharacterID", "0"]; _rcharID = _humanityTarget getVariable ["CharacterID", "0"]; _rfriendlies = _humanityTarget getVariable ["friendlies", []]; _rfriendlyTo = _humanityTarget getVariable ["friendlyTo", []]; if ((_rcharID in _friendlies) and (_charID in _rfriendlies)) then { if (!(_charID in _rfriendlyTo)) then { // diag_log format["IS FRIENDLY: %1", _player]; _rfriendlyTo set [count _rfriendlyTo, _charID]; _humanityTarget setVariable ["friendlyTo", _rfriendlyTo, true]; // titleText [format[(localize "STR_EPOCH_ACTIONS_17"), (name _humanityTarget)], "PLAIN DOWN"]; }; // <br /><t %2 align='center' size='0.7'>Humanity: %3</t> _color = "color='#339933'"; _string = format["<t %2 align='center' size='%3'>%1</t>",(name _humanityTarget),_color,_size]; } else { // Humanity checks _humanity = _humanityTarget getVariable ["humanity",0]; _color = "color='#ffffff'"; if(_humanity < -5000) then { _color = "color='#ff0000'"; } else { if(_humanity > 5000) then { _color = "color='#3333ff'"; }; }; if(_humanityTarget getVariable ["DZE_display_name", false]) then { _string = format["<t %2 align='center' size='%3'>%1</t>",(name _humanityTarget),_color,_size]; }; }; }; }; // update gui if changed if (dayz_humanitytarget != _string) then { _targetControl ctrlSetStructuredText (parseText _string); dayz_humanitytarget = _string; }; _array = [_foodVal,_thirstVal]; _array
^^ dayz_code\compile\player_updateGui.sqf
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/* modified for private usage */ /* cheers... jOoPs */ class playerStatusGUIcustom { idd = 6900; movingEnable = 0; duration = 100000; name = "statusBorder"; onLoad = "uiNamespace setVariable ['DAYZ_GUI_display', _this select 0];"; class ControlsBackground { class RscPicture_1901: RscPictureGUI { idc = 1901; text = "\z\addons\dayz_code\gui\status\status_bg.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.79 * safezoneH + safezoneY;//2 w = 0.075; h = 0.10; }; class RscPicture_1201: RscPictureGUI { idc = 1201; text = "\z\addons\dayz_code\gui\status\status_thirst_border_ca.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.79 * safezoneH + safezoneY;//2 w = 0.075; h = 0.10; }; class RscPicture_1900: RscPictureGUI { idc = 1900; text = "\z\addons\dayz_code\gui\status\status_bg.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.86 * safezoneH + safezoneY; //3 w = 0.075; h = 0.10; }; class RscPicture_1200: RscPictureGUI { idc = 1200; x = 0.955313 * safezoneW + safezoneX; y = 0.86 * safezoneH + safezoneY; //3 w = 0.075; h = 0.10; }; class RscPicture_1902: RscPictureGUI { idc = 1902; text = "\z\addons\dayz_code\gui\status\status_bg.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.93 * safezoneH + safezoneY; //1 w = 0.075; h = 0.10; }; class RscPicture_1202: RscPictureGUI { idc = 1202; text = "\z\addons\dayz_code\gui\status\status_food_border_ca.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.93 * safezoneH + safezoneY; //1 w = 0.075; h = 0.10; }; class RscPicture_1908: RscPictureGUI { idc = 1908; text = "\z\addons\dayz_code\gui\status\status_bg.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.72 * safezoneH + safezoneY; //3 w = 0.075; h = 0.10; }; class RscPicture_1208: RscPictureGUI { idc = 1208; text = "\z\addons\dayz_code\gui\status\status_temp_outside_ca.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.72 * safezoneH + safezoneY; //3 w = 0.075; h = 0.10; }; class RscPicture_1203: RscPictureGUI { idc = 1203; text = "\z\addons\dayz_code\gui\status\status_effect_brokenleg.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.58 * safezoneH + safezoneY; w = 0.075; h = 0.10; colorText[] = {1,1,1,1}; }; class RscPicture_1204: RscPictureGUI { idc = 1204; text = "\z\addons\dayz_code\gui\status\status_connection_ca.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.44 * safezoneH + safezoneY; w = 0.075; h = 0.10; colorText[] = {1,1,1,1}; }; class RscPicture_1205: RscPictureGUI { idc = 1205; text = "\z\addons\dayz_code\gui\status\status_bg.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.30 * safezoneH + safezoneY; w = 0.075; h = 0.10; }; class RscPicture_1206: RscPictureGUI { idc = 1206; text = "\z\addons\dayz_code\gui\status\status_bg.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.37 * safezoneH + safezoneY; w = 0.075; h = 0.10; }; class RscPicture_1207: RscPictureGUI { idc = 1207; text = "\z\addons\dayz_code\gui\status\status_bg.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.65 * safezoneH + safezoneY; w = 0.075; h = 0.10; }; class RscPicture_1210: RscPictureGUI { idc = 1210; text = "\z\addons\dayz_code\gui\status\status_effect_weight.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.51 * safezoneH + safezoneY; w = 0.075; h = 0.10; colorText[] = {1,1,1,1}; }; class RscPicture_1211: RscPictureGUI { idc = 1211; text = "\z\addons\dayz_code\gui\status\status_combat_border_CA.paa"; x = 0.956813 * safezoneW + safezoneX; y = 0.6502 * safezoneH + safezoneY; w = 0.06; h = 0.08; }; }; class Controls { class RscPicture_1301: RscPictureGUI { idc = 1301; x = 0.955313 * safezoneW + safezoneX; y = 0.93 * safezoneH + safezoneY; w = 0.075; h = 0.10; }; class RscPicture_1300: RscPictureGUI { idc = 1300; x = 0.955313 * safezoneW + safezoneX; y = 0.86 * safezoneH + safezoneY; w = 0.075; h = 0.10; }; class RscPicture_1302: RscPictureGUI { idc = 1302; x = 0.955313 * safezoneW + safezoneX; y = 0.79 * safezoneH + safezoneY; w = 0.075; h = 0.10; }; class RscPicture_1306: RscPictureGUI { idc = 1306; x = 0.955313 * safezoneW + safezoneX; y = 0.72 * safezoneH + safezoneY; w = 0.075; h = 0.10; }; class RscPicture_1307: RscPictureGUI { idc = 1307; text = "\z\addons\dayz_code\gui\status\status_combat_inside_ca.paa"; x = 0.956813 * safezoneW + safezoneX; y = 0.6502 * safezoneH + safezoneY; w = 0.06; h = 0.08; }; class RscPicture_1303: RscPictureGUI { idc = 1303; text = "\z\addons\dayz_code\gui\status\status_bleeding_ca.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.86 * safezoneH + safezoneY; w = 0.075; h = 0.10; colorText[] = {1,1,1,0.5}; }; class RscPicture_1304: RscPictureGUI { idc = 1304; text = "\z\addons\dayz_code\gui\status\status_noise.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.30 * safezoneH + safezoneY; w = 0.075; h = 0.10; }; class RscPicture_1305: RscPictureGUI { idc = 1305; text = "\z\addons\dayz_code\gui\status\status_visible.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.37 * safezoneH + safezoneY; w = 0.075; h = 0.10; }; }; };
^^ RscPlayerUI.hpp (include it your description.ext) (new classname now: "playerStatusGUIcustom")
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private["_state"]; disableSerialization; _state = uiNamespace getVariable ['DZ_displayUI', 0]; // Hard code the GUI on and the Debug Monitor off if (dayzState != 0) then { 3 cutRsc ["playerStatusGUIcustom", "PLAIN",0]; //Update GUI call player_updateGui; call ui_initDisplay; hintSilent ""; }; dayzDebug = false; /* switch (_state) do { case 0: { if (dayzState != 0) then { 3 cutRsc ["playerStatusGUI", "PLAIN",0]; //Update GUI call player_updateGui; call ui_initDisplay; hintSilent ""; }; dayzDebug = false; }; case 1: { if (dayzState != 1) then { 3 cutRsc ["playerStatusGUI", "PLAIN",0]; //Update GUI call player_updateGui; call ui_initDisplay; }; dayzDebug = true; }; case 2: { if (dayzState != 2) then { 3 cutRsc ["default", "PLAIN",0]; hintSilent ""; }; dayzDebug = false; }; }; dayzState = _state; */
^^ dayz_code\compile\ui_changeDisplay.sqf
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in "dayz_code\system\player_monitor.fsm" search for "playerStatusGUI" and replace it with "playerStatusGUIcustom"
now change the pathes of "ui_changeDisplay.sqf" and "player_updateGui.sqf" in your custom-"compiles.sqf"
in your mission init.sqf change the path to your modified "player_monitor.fsm"
cheers
Followed your instructions
ErrorMessage: File mpmissions\__cur_mp.Panthera2\custom\RscPlayerUI.hpp, line 7: /playerStatusGUIcustom/ControlsBackground.RscPicture_1901: Undefined base class 'RscPictureGUI'
and get this
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lol almost there. k i got it to spawn in as in part 1 but when i enter bunker im teleports me back do i need to install the stuff from part 2 to enter bunker ? or am i gona need a work around for battleye anti teleport thing ?
Make sure you have disabled EPoch Anti hack system
And if you have InfiSTAR anti hack be sure to turn off the TP
Use Anti Teleport? */ _UAT = false;
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Change the fastrope init to this
#include "=BTC=_functions.sqf" BTC_fast_rope_h = 40; BTC_AI_fast_rope_on_deploy = 1; BTC_roping_chopper = [ "CH47_base_EP1","Mi17_base","Mi24_Base","UH1H_base","UH1_Base","UH60_Base","MV22","BAF_Merlin_HC3_D","Ka60_Base_PMC","Mi24_Base"]; { _rope = _x addaction [("<t color=""#ED2744"">") + ("Deploy rope") + "</t>","=BTC=_fast_roping\=BTC=_addAction.sqf",[[],BTC_deploy_rope],7,true,false,"","player == driver _target && format [""%1"",_target getVariable ""BTC_rope""] != ""1"" && ((getPos _target) select 2) < BTC_fast_rope_h && speed _target < 2"]; _rope = _x addaction [("<t color=""#ED2744"">") + ("Cut rope") + "</t>","=BTC=_fast_roping\=BTC=_addAction.sqf",[[],BTC_cut_rope],7,true,false,"","player == driver _target && format [""%1"",_target getVariable ""BTC_rope""] == ""1"""]; _out = _x addaction [("<t color=""#ED2744"">") + ("Fast rope") + "</t>","=BTC=_fast_roping\=BTC=_addAction2.sqf",[[player],BTC_fast_rope],7,true,false,"","player in (assignedCargo _target) && format [""%1"",_target getVariable ""BTC_rope""] == ""1"""]; } foreach (nearestObjects [[3000,3000,0], BTC_roping_chopper, 50000]);
And add this file called =BTC=_addAction2.sqf_array = _this select 3; _param = _array select 0; _code = _array select 1; _spawn = _param spawn _code; titleText ["God on.","PLAIN DOWN"]; titleFadeOut 3; playsound "fastrope";//take out if you dont have the sound file player_zombieCheck = {}; fnc_usec_damageHandler = {}; _thePlayer removeAllEventHandlers "handleDamage"; _thePlayer addEventHandler ["handleDamage", {false}]; _thePlayer allowDamage false; sleep 8; player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; _thePlayer addEventHandler ["handleDamage", {true}]; _thePlayer removeAllEventHandlers "handleDamage"; _thePlayer allowDamage true; titleText ["God off.","PLAIN DOWN"]; titleFadeOut 3;
For the sound add this to the description.extclass CfgSounds { sounds[] = {fastrope}; class fastrope { name="fastrope"; sound[]={"fastrope.ogg",0.9,1}; titles[] = {}; }; };
for the sound file -
Can someone just post the while thing?
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any news on fixes?
- no zombie spawns
-no makers -
you want to add a menupoint to the scroll action?
I got the actions already, these are the sqfs that the actions do
they don't start
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Got 2 scripts
They don't work when I activate them through scroll wheel
There is the 1st one
private ["_bunker_code"]; _Chance = 1; _bunker_code = bunkercode; _Humanity = player getVariable["humanity",0]; titleText ["Its top secret so...maybe.","PLAIN DOWN"]; titleFadeOut 3; if((_Humanity >= 15000) && (_Humanity <= 29999)) then { player playActionNow "Medic"; cutText [format["Fine here. The code is %1 plz don't tell other players let them have a challenge or I change it.",_bunker_code,"%"], "PLAIN DOWN"]; }else{ if((_Humanity >= -1999) && (_Humanity <= 14999)) then { if(random 100 <= _Chance) then { player playActionNow "Medic"; cutText [format["Fine here. The code is %1 plz don't tell other players let them have a challenge or I change it.",_bunker_code,"%"], "PLAIN DOWN"]; }; }else{ if((_Humanity <= -2000) && (_Humanity >= -15000)) then { player playActionNow "Medic"; cutText [format["I told you its top secret so no!!!",_bunker_code,"%"], "PLAIN DOWN"]; };
and the second one
private ["_bunker_code"]; _Chance = 1; _bunker_code = bunkercode; _Humanity = player getVariable["humanity",0]; titleText ["Its top secret so...maybe.","PLAIN DOWN"]; titleFadeOut 3; if((_Humanity >= 15000) && (_Humanity <= 29999)) then { player playActionNow "Medic"; cutText [format["Fine here. The code is %1 plz don't tell other players let them have a challenge or I change it.",_bunker_code,"%"], "PLAIN DOWN"]; }else{ if((_Humanity >= -1999) && (_Humanity <= 14999)) then { if(random 100 <= _Chance) then { player playActionNow "Medic"; cutText [format["Fine here. The code is %1 plz don't tell other players let them have a challenge or I change it.",_bunker_code,"%"], "PLAIN DOWN"]; }; }else{ if((_Humanity <= -2000) && (_Humanity >= -15000)) then { player playActionNow "Medic"; cutText [format["I told you its top secret so no!!!",_bunker_code,"%"], "PLAIN DOWN"]; };
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Post the files? Share? look cool :)
working on the code
still bugg the key pad fixing that before release
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What this is?
Added a little mission for the original Alpha-Zeta Bandit camp
ADDS
-Keypad to get in the bunker
-New FOB and camp widely place around the map
-Lights at the bunker
-Custom humanity settings to get the codes
-Bride the Ai to get the codes
-A scroll menu to the traders to start the quest (Its the story dialogue)
-Safe zone to the bunker
-Backpacks are near the box (default 1 large gun bag)
-Plot poles around the new buildings (able to turn off and on)
-Zed shield (able to be turned off and on)
-Health regeneration
- Admins get code instantly
Changes
-Redid some of the original bunker map
-Added a wall and other items so people cant just drive up to the bunker
-Changed the AI system to DZAI
-Changed the loot in the in box
Fixes
-The hole in the bunker
-Also added more rocks around the bunker just in case
Removed
-Heil patrols around the bunker
-Paratroops
-TWS weapons except the Scar H TWS SD
-Markers for the bunker and camp
TIps
Don't tell players where the locations of the FOB and the Camps are
The traders help players get started
Pictures
LINK
May not be up to date
The quest
- Find out what's in the bunker
Story dialogue
MAN: Hey, did you hear about that bunker down south?
ME: No, there is a bunker on this island?
MAN: Yea, I saw it on the way here. Looked like it was well guarded. I have been asking around about it, and supposedly some guy up north knows the code for it.
MAN: People say we are part of the operation. Then he left and became a rebel against the soldiers.
ME: Well, now that you spoken of this. I kinda want to know what's inside, and why they are keeping us out.
MAN: I can take you up north if you like?
ME: Nah, I know my way around here.
Upcoming change log
- Sound to the the keypad when you press the button
How to install
Just look in the readme files
DOWNLOAD!!!!
Link
-Its on google drive
-Look on the bottom right side
//###########################################
Anti hack system?
Add this to the CMDMenus
"USER:bunker","#USER:FOB"
//###########################################
Part one
Part two- NateDaBeast and Asian Kid
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Brutus can i have your permission to post this in the custom base fourm?
Got my own version on DZAI
Got a keypad system on the 1st info stand
Safezone in the bunker (campers)
For the code to the door you have to find the FOB in the same town and ask the AI in the house for it.
Changed it so you cant access the info stand in combat
Changed the map so people can't just dive up to the bunker
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Need some self action help
in Scripting
Posted
This parth doesnt work but the rest does
ANd this code doesn't work at all