F507DMT
-
Posts
134 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by F507DMT
-
-
I would highly assume that this works the way its intended.. even tho its not really performant ..
This Anti-Duping system block duping with: Losing connection, drop loot, Esc, exit yes and Esc + G, losing connection, drop loot, exit yes.
Works perfectly!
on standart server can duping!
I test it many ways
-
I'm a bit confused about the esc.sqf part. Am I supposed to create a file called esc.sqf and put the code in the OP in it or am I supposed to have an existing file called esc.sqf?
You need create new file esc.sqf, if you already have esc.sqf(its custom file), create: esc_antidupe.sqf and use:
in dayz_spaceInterrupt.sqf add(_nill = execvm "scripts\esc_antidupe.sqf";):
//Esc if (_dikCode == 0x01) then { _nill = execvm "scripts\esc_antidupe.sqf"; DZE_cancelBuilding = true; call dayz_EjectPlayer; };
-
As far as I know the connection does not always need to be dropped before opening the esc menu, that's the only problem I see
yes you can block Esc at all, if no-connection, but if you drop FPS(Shift + '-' then FPS, caple times ), infistar esc a pause(1-3sec) before turning. droop fps, drop loot, esc yes. work duping :)
-
am lost... Dose this allow you to access gear while vehicle is locked?
Epoch have a bug, anyone can open gear vehicles, when vehicle locked! Dose this fix this bug.
+ And now if you near vehicle, jast press G and open vehicle gear, if it unlocked.
-
sorry wrong category del topic pls
-
Make unconscious then you invisible for AI
When player play action "Die"(playActionNow "Die") or some animation like this, he broke world space synchronization!
And to game(to server side), thinks: now player stay only this position, then player go on mission, AI don’t see him, kill all take loot. If player change animation(use bandage), world space change to new place, but synchronization still broken.
When player log out and he log in last "unconscious place".
Jast if u get in vihecle synchronization will be work ok.
And if AI or same times player find your broken world space, whey easy kill you!
This animatoin use in unconscious, its easy to fix:
Chnge playActionNow "Die" to switchMove "AmovPpneMrunSnonWnonDfr"
and use infistar unconscious.
Need change in:
setup_functions_med.sqf
player_monitor.fsm
AH.sqf
Humanity boost (-20 000 use only 30 round)
Your frend lay down, you take automatic rifle, and shoot full ammo in his had!
fn_damageHandler.sqf have bag, and give to you ~ -20K humanity!
Easy to fix:
in fn_damageHandler.sqf chenge
if (_unitIsPlayer) then { if (_hit == "") then { if ((_source != player) && _isPlayer) then { //Enable aggressor Actions if (_source isKindOf "CAManBase") then { _source setVariable["startcombattimer",1]; }; _canHitFree = player getVariable ["freeTarget",false]; _isBandit = (player getVariable["humanity",0]) <= -5000; _isPZombie = player isKindOf "PZombie_VB"; if (!_canHitFree && !_isBandit && !_isPZombie) then { //Process Morality Hit _myKills = 0 max (1 - (player getVariable ["humanKills",0]) / 5); _humanityHit = -100 * _myKills * _damage; /* PVS/PVC - Skaronator */ if (_humanityHit != 0) then { [_source,_humanityHit] spawn { private ["_source","_humanityHit"]; _source = _this select 0; _humanityHit = _this select 1; PVDZE_send = [_source,"Humanity",[_source,_humanityHit,30]]; publicVariableServer "PVDZE_send"; }; }; }; }; }; };
to:
if (_unitIsPlayer) then { if (_hit == "") then { if ((_source != player) && _isPlayer) then { //Enable aggressor Actions if (_source isKindOf "CAManBase") then { _source setVariable["startcombattimer",1]; }; }; }; };
change path for fn_damageHandler.sqf in:
compiles.sqf
infistar_safe_zone.sqf - or some like
AH.sqf
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.
-
Wouldnt it be clever to use the countdown and receive the message from the server after 0 so if you click abort and get back to mission, you will also be kicked (public var restriction like battle royale) when in the lobby?
precaution and duble protection. Some server soo lagg and script can fail.
-
Make unconscious then you invisible for AI
When player play action "Die"(playActionNow "Die") or some animation like this, he broke world space synchronization!
And to game(to server side), thinks: now player stay only this position, then player go i mission AI don’t see him, kill all take loot. If u change animation player(use bandage), world space change to new place, but synchronization still broken.
When player log out and log in last "unconscious place".
Jast if u get in vihecles all was be ok.
And if AI or same times player or AI find your broken world space, whey easy kill you!
This animatoin use in unconscious, its easy to fix:
Chnge playActionNow "Die" to switchMove "AmovPpneMrunSnonWnonDfr"
and use infistar unconscious.
Need change in:
setup_functions_med.sqf
player_monitor.fsm
AH.sqf
Humanity boost (-20 000 use only 30 round)
Your frend lay down, you take automatic rifle, and shoot full ammo in his had!
fn_damageHandler.sqf have bag, and give to you ~ -20K humanity!
Easy to fix:
in fn_damageHandler.sqf chenge
if (_unitIsPlayer) then { if (_hit == "") then { if ((_source != player) && _isPlayer) then { //Enable aggressor Actions if (_source isKindOf "CAManBase") then { _source setVariable["startcombattimer",1]; }; _canHitFree = player getVariable ["freeTarget",false]; _isBandit = (player getVariable["humanity",0]) <= -5000; _isPZombie = player isKindOf "PZombie_VB"; if (!_canHitFree && !_isBandit && !_isPZombie) then { //Process Morality Hit _myKills = 0 max (1 - (player getVariable ["humanKills",0]) / 5); _humanityHit = -100 * _myKills * _damage; /* PVS/PVC - Skaronator */ if (_humanityHit != 0) then { [_source,_humanityHit] spawn { private ["_source","_humanityHit"]; _source = _this select 0; _humanityHit = _this select 1; PVDZE_send = [_source,"Humanity",[_source,_humanityHit,30]]; publicVariableServer "PVDZE_send"; }; }; }; }; }; };
to:
if (_unitIsPlayer) then { if (_hit == "") then { if ((_source != player) && _isPlayer) then { //Enable aggressor Actions if (_source isKindOf "CAManBase") then { _source setVariable["startcombattimer",1]; }; }; }; };
change path for fn_damageHandler.sqf in:
compiles.sqf
infistar_safe_zone.sqf - or some like
AH.sqf
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.
-
got it, thx!
if all work flawlessly, it makes sense to rewrite all to _bldObj?
this spawn trayder looks good? Or is there a better way?
_unit = objNull; if (true) then { _unit = createAgent ["RU_Doctor", [12528.427, 14978.729, 0.068014488], [], 0, "CAN_COLLIDE"]; _unit setDir -4.0797386; _unit setUnitAbility 0.60000002; // need it???? _unit allowDammage false; _unit disableAI 'FSM'; _unit disableAI 'MOVE'; _unit disableAI 'AUTOTARGET'; _unit disableAI 'TARGET'; _unit setBehaviour 'CARELESS'; _unit forceSpeed 0;_unit enableSimulation false; };
-
(+Optimization ! ) - what is optimized?
becorse spawn like:
_bldObj = objNull; if (true) then { _bldObj = createVehicle ["MAP_Misc_G_Pipes", [6284.9082, 7792.4834, 1.2166975], [], 0, "CAN_COLLIDE"]; _bldObj setPos [6284.9082, 7792.4834, 1.2166975]; _bldObj setVectorDirAndUP [[1,-0.6,0],[1,0,0]]; };
not like:
_vehicle_22 = objNull; if (true) then { _this = createVehicle ["Land_GuardShed", [14300.908, 12412.609, -0.16525249], [], 0, "CAN_COLLIDE"]; _vehicle_22 = _this; _this setDir 269.04272; _this setPos [14300.908, 12412.609, -0.16525249]; };
-
fn_selfActions.sqf
if (_isVehicle) then { if((typeOf _cursorTarget in ["2S6M_Tunguska","BMP2_HQ_CDF","BMP2_HQ_INS","BMP2_HQ_TK_EP1"]) and (player distance _cursorTarget <= 6.5)) then { if (s_player_use_tunguska < 0) then { s_player_use_tunguska = player addAction [("<t color='#5882FA'>")+("Поднятся на верх")+("</t>"), "scripts\craft\LiftUp.sqf",_cursorTarget, -25, true, true, "", ""]; }; } else { player removeAction s_player_use_tunguska; s_player_use_tunguska = -1; }; };
scripts\craft\LiftUp.sqf
// F507DMT //***// GoldKey // //http://goldkey-dz.ru/ //***// https://vk.com/goldkey_dz // private ["_vehicle","_object"]; _vehicle = _this select 3; if (typeOf _vehicle in ["2S6M_Tunguska"]) then { player attachto [_vehicle,[0,1,-1]]; uiSleep 0.5; detach player; } else { _object = "Paleta1" createVehicle position player; _object attachto [_vehicle,[0,-2.5,-3]]; player attachto [_object,[0,0,0]]; uiSleep 0.5; detach player; detach _object; uiSleep 15; deleteVehicle _object; };
-
Anti-Theft from locked vehicles by F507DMT
add in variables.sqf:
GearStorags = ["WeaponHolder","WoodCrate_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","GunRack_DZ","VaultStorage","LockboxStorage"];
add in dayz_spaceInterrupt.sqf:
//Esc if (_dikCode == 0x01) then { _nill = execvm "scripts\esc.sqf"; //if use Anti-Duping by F507DMT (http://epochmod.com/forum/index.php?/topic/32889-release-anti-duping-by-f507dmt-working/) DZE_cancelBuilding = true; call dayz_EjectPlayer; OpenGear = nil; }; //Anti-Theft from locked vehicles by F507DMT if ((_dikCode in actionKeys "Gear") && !(vehicle player != player)) then { if (isNil "OpenGear") then { (findDisplay 106) closeDisplay 1; if (!(cursorTarget isKindOf "Man") and (player distance cursorTarget <= 7) and ((typeOf cursorTarget in GearStorags) or (cursortarget isKindOf "AllVehicles"))) then { player action ["gear", cursortarget]; } else { createGearDialog [player, "RscDisplayGear"]; }; OpenGear = true; } else { (findDisplay 106) closeDisplay 1; OpenGear = nil; }; _handled = true; };
P.S.
I recomend add "Open self Backpack" on button "H"
add in dayz_spaceInterrupt.sqf:
//open backpack on H button if (_dikCode == 0x23) then { if (isNil "OpenGear") then { (findDisplay 106) closeDisplay 1; player action ["gear", unitBackpack player]; OpenGear = true; } else { (findDisplay 106) closeDisplay 1; OpenGear = nil; }; _handled = true; };
with: Losing connection, drop loot, Esc, exit yes and Esc + G, losing connection, drop loot, exit yes.
- DimitriPokki, rss_adm, SideShowFreak and 1 other
- 4
-
Anti-Duping by F507DMT
This Anti-Duping system block duping with: Losing connection, drop loot, Esc, exit yes and Esc + G, losing connection, drop loot, exit yes.
Works perfectly!
Instructions:
in description.extonPauseScript = "scripts\DupingFix.sqf";
in DupingFix.sqf
private ["_escMenu","_lastTimesScanned","_currTimesScanned"]; disableSerialization; sleep 1; call dayz_forcesave; _escMenu = findDisplay 49; _lastTimesScanned = player getVariable ["ClearToLeave",0]; AD_AntiDupePlayer = player; publicVariable "AD_AntiDupePlayer"; sleep 5; _currTimesScanned = player getVariable ["ClearToLeave",0]; if (_currTimesScanned - _lastTimesScanned < 1) then { titleText ["<Anti-dupe>: Connection to the server is not found!", "PLAIN DOWN", 3]; systemchat "<Anti-dupe>: Connection to the server is not found!"; _escMenu closedisplay 0; };
in AH bottom:
'AD_AntiDupePlayer' addPublicVariableEventHandler { [] spawn { waitUntil {!isNull AD_AntiDupePlayer}; _plyr = AD_AntiDupePlayer; _amnt = _plyr getVariable ['ClearToLeave',0]; _plyr setVariable ['ClearToLeave',_amnt+1,true]; }; };
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";
in dayz_spaceInterrupt.sqf add(_nill = execvm "scripts\esc.sqf";):
//Esc if (_dikCode == 0x01) then { _nill = execvm "scripts\esc.sqf"; DZE_cancelBuilding = true; call dayz_EjectPlayer; };
in scripts\esc.sqf
// F507DMT for "_x" from 3 to 1 step -1 do { (findDisplay 106) closeDisplay 1; uiSleep 1; if (isNil "EscBlock") then { systemchat "<Anti-dupe>: Gear is locked for 5 seconds."; EscBlock = true; }; }; EscBlock = nil;
add in publicvariable.txt, in line 2, last:
!="AD_AntiDupePlayer"
--
If you use endMission "SOME", like in nosidechat.sqf, chenge to:
_nil = execVM "scripts\player_kick.sqf";
in player_kick.sqf:
kickme = true;
add buttom in scripts.txt:
5 "kickme"
When u have no connection BE can`t kick you. Dupe - fix.
--
- rss_adm, Yager, MG-Maximus and 3 others
- 6
-
-
soundFly = createSoundSource ["Sound_Flies", position player, [], 0];soundFly attachto [player,[0,0,-10]];
-
if (_isWoman) then { _type = ["z_fattack_"+str floor(random 4),"z_fchase_"+str floor(random 4),"z_fspotted_"+str floor(random 4) ]; } else { _type = ["z_idle_"+str floor(random 35)]; };
all sound for zombie. not need to sound files!!!
-
-
All possible vehicles for repainting
in fn_selfActions.sqf
if (!(_typeOfCursorTarget in ColourVehicles) and !(_cursorTarget isKindOf "StaticWeapon")) then { private ["_paint"]; _paint = player addAction [("<t color='#5882FA'>")+("Paint")+("</t>"), "scripts\paint\player_paint.sqf",_cursorTarget, -19, true, true, "", ""]; s_player_lockunlock set [count s_player_lockunlock,_paint]; };
in variables.sqf:
ColourVehicles = [ "SeaFox_EP1", "smallboat_2", "Smallboat_1", "SeaFox", "Fishing_Boat", "PBX", "Zodiac", "RHIB2Turret", "RHIB", "BAF_FV510_W", "BAF_FV510_D", "BAF_Jackal2_GMG_W", "BAF_Jackal2_L2A1_W", "BAF_Offroad_W", "Tractor", "BAF_Jackal2_GMG_D", "policecar", "BAF_Jackal2_L2A1_D", "BAF_Offroad_D", "T55_TK_EP1", "HMMWV_M2_USArmy", "V3S_Open_TK_EP1", "V3S_TK_EP1", "SkodaBlue", "SkodaRed", "SkodaGreen", "datsun1_civil_2_covered", "datsun1_civil_3_open", "tractorOld", "hilux1_civil_2_covered", "hilux1_civil_3_open", "GAZ_Vodnik_HMG", "GAZ_Vodnik", "Lada1", "MMT_USMC", "MMT_Civ", "M113Ambul_UN_EP1_DZ", "TowingTractor", "hilux1_civil_3_open_DZE4", "hilux1_civil_2_covered_DZE4", "hilux1_civil_3_open_DZE3", "hilux1_civil_2_covered_DZE3", "hilux1_civil_3_open_DZE2", "hilux1_civil_3_open_DZE1", "hilux1_civil_3_open_DZE", "Lada1_DZE4", "Lada1_DZE3", "HMMWV_M1151_M2_CZ_DES_EP1", "HMMWV_M998_crows_MK19_DES_EP1", "Lada1_DZE2", "LadaLM_DZE1", "HMMWV_Terminal_EP1", "Lada1_DZE1", "Lada1_DZE1", "datsun1_civil_3_open_DZE4", "datsun1_civil_3_open_DZE3", "LandRover_MG_TK_INS_EP1", "datsun1_civil_2_covered_DZE3", "LandRover_MG_TK_EP1", "datsun1_civil_3_open_DZE2", "LandRover_SPG9_TK_INS_EP1", "datsun1_civil_2_covered_DZE2", "LandRover_SPG9_TK_EP1", "datsun1_civil_3_open_DZE1", "datsun1_civil_2_covered_DZE1", "datsun1_civil_2_covered_DZE", "SkodaGreen_DZE4", "ArmoredSUV_PMC", "SkodaBlue_DZE4", "SkodaGreen_DZE3", "SkodaRed_DZE3", "SkodaBlue_DZE3", "SkodaBlue_DZE2", "HMMWV_M1151_M2_CZ_DES_EP1_DZ", "HMMWV_M1151_M2_CZ_DES_EP1_DZE", "SkodaGreen_DZE1", "LandRover_Special_CZ_EP1_DZ", "SkodaRed_DZE1", "LandRover_Special_CZ_EP1_DZE", "SkodaBlue_DZE1", "LandRover_MG_TK_EP1_DZ", "Volha_1_TK_CIV_EP1_DZE4", "Volha_1_TK_CIV_EP1_DZE1", "LandRover_MG_TK_EP1_DZE", "GAZ_Vodnik_DZ", "ArmoredSUV_PMC_DZ", "GAZ_Vodnik_DZE", "ArmoredSUV_PMC_DZE", "ArmoredSUV_PMC_DZ", "MtvrRefuel_DZ", "UralRefuel_TK_EP1_DZ", "V3S_TK_EP1_DZE", "AV8B2", "CH_47F_EP1", "CH_47F_EP1_DZE", "MV22_DZ", "UH1Y_DZ", "Ka60_PMC", "L39_TK_EP1", "BAF_Apache_AH1_D", "AW159_Lynx_BAF", "CH_47F_BAF", "CSJ_GyroP", "CSJ_GyroCover", "CSJ_GyroC" ];
-
forgot, how to block opening gear? i found in zupa bank very hard duping!! and all who use BIS_fnc_invRemove...if server laggy or drop fps to 5-10, call BIS_fnc_invRemove - working SLOWLY! sell weapon, when added money, fast drop weapon. worksneed block opening gear when BIS_fnc_invRemove working
-
A very simple solution is just to set these:
_obj setVariable["Colour","0",true]; _obj setVariable["Colour2","0",true];
to the selected vehicle.
However, this will only unpaint the vehicle on server restart.
not working.
vehicleColourPaintDefalt.sqf
private ["_PUID"]; _PUID = (getPlayerUID player); PVDZE_veh_Colour = [VehicleToPaint,"0","0",_PUID,dayz_playerName]; publicVariableServer "PVDZE_veh_Colour"; titleText ["ok. color be default after restart","PLAIN DOWN"];
in fn_selfActions.sqf
for what _this call player_paint;? why dont do right:
_paint = player addAction ["Paint", "scripts\paint\player_paint.sqf",_cursorTarget, 2, true, true, "", ""];
then
player_paint.sqf
VehicleToPaint = _this select 3;
-
some fix by F507DMT
hi all! I noticed a problem when transferring money to another player, the money is taken, but do not reach the recipient.
if u have lo fps, when u give money and move cursor from player, u can give money to car.. or tree))
i fix this like this:
in give_player_dialog.sqf add bottom:
TargetToGiveCoint = _this select 3;
in init.sqf find this:
_target = cursorTarget;
change to this:
_target = TargetToGiveCoint;
it fix scroll & low fps. but the first translation is still sometimes lost.... help?
Possible can duping whitch change skin:
drop fps, open bank, give all money from bank, skin changet... duping. many ways duping like this..
i fix this like this:
in init.sqf find:
BankDialogDepositAmount = { BankDialogWithdrawAmount = { GivePlayerAmount = {
add in all like this:
BankDialogDepositAmount = { if(DZE_ActionInProgress) exitWith { titleText ["i can`t now", "PLAIN DOWN", 0.5];}; DZE_ActionInProgress = true; ///some code//// if (_amount < 1 or _amount > _bank) exitWith { cutText ["You can not withdraw more than is in your bank.", "PLAIN DOWN"]; DZE_ActionInProgress = false; //add this }; ///some code//// DZE_ActionInProgress = false; };
say target what i give him money
add in init.sqf:
GivePlayerAmount = { ///some code//// [nil,_target,"loc", rTITLETEXT, format["Player %2 give to you %1 %3!",_amount,name player,CurrencyName], "PLAIN", 0] call RE; ///some code//// };
drop fps: "NumLock -" + "LShift" then jast write FPS, drop to 5-10fps. or use old PC))
sorry for my bad eng
-
How about back to the default?
-
in AHconfig.sqf:
/* Remove Keybinds ? */ _RCK = false; /* true or false */ /* recommended: true */ /* Removes custom Keybinds and sets back the default ones */
-
fix by F507DMT
OFFshowCinemaBorder + skin fix(all skins in 1 location) + temp low viewdistance:
_rpos1 = (random 2000); _rpos2 = (random 2000); _rpos3 = [(_rpos1),(_rpos2),2500]; /* Create the Preview-Platform - Position depends on amount of PVDZE_SkinPreviewCounter */ _pvp1 = "MetalFloor_DZ" createVehicle _rpos3; _pvp1 setPosASL _rpos3; /* Set the unit's Spawnposition - Position depends on amount of PVDZE_SkinPreviewCounter */ _unitSpawnPos = [(_rpos1),(_rpos2),2500.5]; /* Get the Model name for createAgent function */ _model = getText (configFile >> "CfgSurvival" >> "Skins" >> (_item select 0) >> "playerModel"); /* Create the Unit with Model to preview - Hide from other Players view */ previewUnit = createAgent [format["%1",_model], _unitSpawnPos, [], 0, "CAN_COLLIDE"]; previewUnit setDir 180; previewUnit setPosASL _unitSpawnPos; previewUnit allowDammage false; previewUnit disableAI 'FSM'; previewUnit disableAI 'AUTOTARGET'; previewUnit disableAI 'TARGET'; previewUnit forceSpeed 0; /* playableUnits just holds the player himself when Server runs Infistar, dunno if correct, or why this but... */ /* We check if Infistar is running and if not we can use a way better function to hide the unit from other players if (!(ServerRunsInfistar)) then { _initUnit = format["{if ((getPlayerUID _x) != %1) then {%2 hideObject true;};} forEach playableUnits;", (getPlayerUID player), previewUnit]; uiSleep 0.1; previewUnit setVehicleInit _initUnit; uiSleep 0.1; processInitCommands; uiSleep 0.1; clearVehicleInit previewUnit }; Create the Cam */ //remember viewdistance _vd = viewdistance; setViewDistance 300; SkinPreview_Camera = "camera" camCreate [(_unitSpawnPos select 0), (_unitSpawnPos select 1) - 10,2502]; showCinemaBorder false; SkinPreview_Camera cameraEffect ["internal","back"]; //////lower/// camDestroy VehiclePreview_Camera; setViewDistance _vd;
and i use this:
taskHint ['For preview vehicle press F5 now', [0,0.4,1,1], 'taskNew'];
OtterNas3 big thx!!!
Backpack Anti Theft - Whats wrong with this code?
in Scripting
Posted
my be jast remuve scroll Open Backpack when inSafeZone = true?
use AH.sqf