F507DMT
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Posts posted by F507DMT
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[RELEASE] Epoch/Overpoch Origins 1.8
http://epochmod.com/forum/index.php?/topic/38555-release-epochoverpoch-origins-18/ -
use hopa & doska anims to vehicles fix and ani_door1 to map fix
{
_x animate ["ani_door1",1];
} forEach (nearestObjects [[0,0,0], ["Land_tav_HouseBlock_D1_ex2"], 50000]);nice!!!
Did you have server bikey?
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add buttom init.sqf:
{ hideobject _x; _x hideObject true; _x enableSimulation false; }count(nearestObjects [getMarkerPos "center", ["Land_tav_HouseBlock_D1_ex2"],18000]);
now i try unlock vehicles.
they jast change name of animation.last:
all new: _object animate ["tropa",1];
to Raft: _object animate ["OriModOhrana",1]; -
Who has bikey for Origins 1.8?
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Anti-Relog for safe you vehicle, if vehicle hight damaget:
after:
waitUntil {uiSleep 1.5;_crewOk = _crew;_crew = crew _veh;count _crew == 0};
add this:
_abort=false; if((fuel _veh)<0.01)then{_abort=true;}; { if (([_veh,_x] call object_getHit)>0.7)then{ if(["Engine",_x,false] call fnc_inString)exitWith{_abort=true;}; if(["VRotor",_x,false] call fnc_inString)exitWith{_abort= true;}; if(["HRotor",_x,false] call fnc_inString)exitWith{_abort=true;}; if(["HitHull",_x,false] call fnc_inString)exitWith{_abort=true;}; }; }forEach(_veh call vehicle_getHitpoints); if(_abort)exitWith{ _veh setVariable ["donn_protect",false,true]; diag_log(format["DDOS_HELI_GUARD: Vehicle: %1. BAD STATE, DESTROYED.",_veh]); };
Auto lock and save vehicle
To auto-lock vehicle:
before:
_vPosNew = [_vPosNew select 0,_vPosNew select 1,0.5];
add this:
if((parseNumber(_veh getVariable ["CharacterID","0"]))!=0)then{[_veh,true] call vehicle_lockUnlock;};
To auto-save vehicle:
after:
_veh setFuel _fuel;
add this:
PVDZE_veh_Update = [_veh, "all"]; publicVariableServer "PVDZE_veh_Update";
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script do not working. New fix soon!
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I mean, not all players know about this bug, and how potect self. Bugusers use it.
i know, small base, double wall, and other... any idea how to fix this by scripting?
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not good fix... for this base 100-200 tank trap * 10-20 bases... how about fps?
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hummer dive in a wall, mtvr pushing in back
need fix it.
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If you use endMission "SOME", players can duping on your server!
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Added this but when a player wanted to log off, the timer from when you press Esc to when you can abort got interrupted after 5 seconds and it said "Lost connection to server" or something similar.
its because player hav`t good connect wich server side or server some laggy...
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How make log, who delete markers?
help pls!?
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Ok clever thing, I am writing on another little thing that is based on player connection state. The playerrecord could actually save if the player logged out safely or not, without having much trouble to prevent the loggout itself. If this state is true nothing happens, if not the player gets a check up on login, if there is any storage nearby which has the same backpack as the player and the stuff inside the backpack of the player is suspicious (like money , bfcases, basebuilding items...) the backpack gets removed. the variable is checked by the server so it's hard to fake the variable with hacks
yes, need tell about it infistar.de
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if i use _group createUnit, trader look like this:
if i use createAgent, trader look like this:
How lower arms when i use createAgent? And what metod spawn better to performance server?
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We get a loop where players cannot log on legitimately. The timer restarts over and over and players are stuck. Any idea?
only crash or wait 90sec. its exclusion, because possible dupe.
I add new antidupe if you use endMission.
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UPDATE. Fix. Traders disappear in safe zone.
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AI don`t try kill traders && weapon lowered
Everyone knows about the problem when AI try kill traders. AI stay and shoot in traders long long time, or heli only fly over the traders. Its easy to fix!
Standart spawn AI trader:
_unit_32 = objNull; if (true) then { _this = createAgent ["Soldier_GL_PMC", [8266.668, 15482.221, 0.10264076], [], 0, "CAN_COLLIDE"]; _unit_32 = _this; _this setDir -141.76392; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this enableAI 'ANIM'; "; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation true; };
Change to:
_unit = createAgent ["Soldier_GL_PMC", [8266.668, 15482.221, 0.10264076], [], 0, "CAN_COLLIDE"]; _unit setDir -141.76392; _unit setcaptive true; //make frendly for AI _unit switchMove 'AmovPercMstpSlowWrflDnon'; //lower weapon (only if unit have weapon) _unit setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; "; _unit allowDammage false; _unit disableAI 'FSM'; _unit disableAI 'MOVE'; _unit disableAI 'AUTOTARGET'; _unit disableAI 'TARGET'; _unit setBehaviour 'CARELESS'; _unit forceSpeed 0;_unit enableSimulation false;
add on top script:
private ["_unit"]; sleep 60; //add sleep 60, it`s wait load all traders.
Use _unit, not _unit_32, its good for server FPS.
if server (in server_functions.sqf) spawn AI traders, 50% unstable!!!
use 1 file wich all units, and add path in init.sqf in if (isServer) then:
if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\scripts\dynamic_vehicle.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; _nil = [] execVM "\z\addons\dayz_server\scripts\units.sqf"; //this };
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Thx for help:
HalvhjearneBetterDeadThanZedSchwEde--
I will be happy if I helped someone!
Sorry for my bad english! :P
with: Losing connection, drop loot, Esc, exit yes and Esc + G, losing connection, drop loot, exit yes.
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all in @DayZ_Epoch\addons\dayz_code.pbo
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if u use Snap Building Pro 1.4, u have own custom dayz_spaceinterrupt.sqf, look you mission, and edit your dayz_spaceinterrupt not new
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Thanks for the reply. I am still unsure about another step of the instructions. Where do I find "dayz_spaceinterrut,sqf?
*Edit Nevermind I found it in my client files.
in compiles.sqf change this:
dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";
to:
dayz_spaceInterrupt = compile preprocessFileLineNumbers "scripts\dayz_spaceInterrupt.sqf";
i add this in first post too.
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This didn't work for me. Before I installed this, I spawned in a vehicle, put a crow bar in it, saw that I can remove it from the vehicle, even if the vehicle is locked. I then installed this, went back to the vehicle (it was locked) and the option to remove the crow bar was still there.
if you out in vehicles 1 item, or loot. and this inem have scroll menu "take"(if intem on a floor). bandage, knife, crowbar, some ammo. U put only 1 item in vehecle, u can take this from locked vehicle.
CH53 can acsess to gear every time(locked or not), scroll rotor))
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This is good but doesnt stop 'every' duping method - saw a guy changing skins and dropping duped items on the floor - possibly an error on my other files
to stop duping wich change skins use this:
Anti-Duping LoadScrean in player_switchModel.sqfstartLoadingScreen ["Changing skin...", "DayZ_loadingScreen"]; ...code... progressLoadingScreen 0.4; ...code... progressLoadingScreen 0.6; ...code... progressLoadingScreen 0.8; ...code... progressLoadingScreen 1.0; endLoadingScreen;
its total block this duping, i use it wich Zupa
who know how to fix taviana (origins) map 1.8 (white artifacts)?
in Server Install
Posted
[RELEASE] Epoch/Overpoch Origins 1.8
http://epochmod.com/forum/index.php?/topic/38555-release-epochoverpoch-origins-18/